Announcement

Collapse
No announcement yet.

The key to AI greatness

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #76
    I had a feeling there was something wrong with Growth.
    Is there a reason non-commercial Civs still have Growth checked (Egypt & America had Culture removed, but not the Growth?)?

    Comment


    • #77
      I just started a somewhat related thread to this one in the Civ3 General Forum.

      Pyrodrew, the reason is that we wanted to change as little as possible. For the civs that still have growth changed, there we judged that there were no other better options to be checked instead. However, you're right, we might want to reconsider that.

      Comment


      • #78
        I'm just checking...

        I thought checking the "Growth" option would mean an increased tendency to produce buildings that directly impact the growth of a city (Aqueduct, Hospital, perhaps Granary and harbor). It does not seem likely to affect worker choices.

        Also, can you chnage in the editor which buildins correspond to which flags? That might help encourage certain key buildings.

        Comment


        • #79
          Originally posted by One_Brow
          I thought checking the "Growth" option would mean an increased tendency to produce buildings that directly impact the growth of a city (Aqueduct, Hospital, perhaps Granary and harbor). It does not seem likely to affect worker choices.
          You are correct.

          Also, can you chnage in the editor which buildins correspond to which flags? That might help encourage certain key buildings.
          You can, but only indirectly. All buildings that produce culture, for example, belong to the culture list. In addition, the buildings that produce happiness belong to the happiness category, and so on.

          Comment


          • #80
            I thought checking the "Growth" option would mean an increased tendency to produce buildings that directly impact the growth of a city (Aqueduct, Hospital, perhaps Granary and harbor).
            That's the problem. The AI builds those buildings when it doesn't need them. See alexman's post in the General Forum regarding Food Addiction & the granary.
            As for aqueduct & hospitals we always have the wife to tell us to build a new aqueduct & hospital. The AI has this wife too, except it probably listens to it more than we do, much like a governor.
            Harbors will still likely be built "often" for trade (commercial) & military reasons for Civs.
            Removing the "Growth" often option would not prevent the AI to build those buildings, just better prioritizes it.

            Comment

            Working...
            X