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  • #46
    I often see AI capitals, while I found embassies after Writing, with settlers complete shield-wise but not food-wise. This doesn't depend on GA or not. In some cases, like cities in plains without irrigation, or forest cities this difference can get pretty big. A GA makes things even worse.

    Let a size 1 city have 2 shielded grassland tiles. It has to produce the Spearman and the Settler. Let's assume no corruption. The Spearman is ready in 10 turns. In the same time the city grows to size 2 and makes now 3 shields. In another 10 turns the settler is ready, both shield and foodwise. So far so good. But with a GA the city has the Spearman ready after 7 turns. 3 turns later it grows to size 2 and has already produced 9 shields of the settler. It needs another 5 turns, which is already a waste, because it produces now 5 shields, and 9+5x5=34. But the settler is ready only 5 turns later, after effectively 20 turns, just like without GA. Mining makes things worse, and irrigation doesn't work well under Despotism.

    I have never noticed the AIs to change build queues in order to max out production during the GA. On its place, I would stop to REX entirely and use the GA to arm a big force and counterattack the human player. But in it's current state, the AI eagerly agrees to peace 6-8 turns later and often gives even a tech and gold for it. It will continue 12-14 turns wasting it's GA for nothing.

    I once fought a war with Knights with the Romans against the Greeks. That was in the CFC tourney game, IIRC 1-2, you should remember this, alexman. I faced their GA in many, good developed cities, a part of them on hills. My Knights died like flies, while the Hoplite machine made one of them every 2 turns. In each city! It was a big pain in the butt. I managed to advance tho, because the whole conquered Egypt produced Knights for me in addition to my own empire. Without their GA my chances would have been significantly better and my losses less.

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    • #47
      I just thought of one...

      If an AI civ rapidly takes down another, the territory becomes splotched due to lack of culture.

      Assuming it is territory that you don;t want for your own empire any time soon, get in there with a Scout or Explorer ASAP, and pillage the roads to your heart's content!
      The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

      Duas uncias in puncta mortalis est.

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      • #48
        From my post in the General > Dirty Trick thread:
        My fave dirty trick/downright CHEAT:
        Save game then Plant Spy.
        If Spy is caught & killed, then Reload (and nevermind planting the spy)
        Else continue with knowledge of army strength (weakness usually, of course) and spaceship progress.

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        • #49
          Sir Ralph, nice addition to the list; forcing the AI to waste their GA by exploiting their agressive tendencies is certainly a dirty trick in my book.

          Originally posted by Sir Ralph
          Let a size 1 city have 2 shielded grassland tiles. It has to produce the Spearman and the Settler. Let's assume no corruption. The Spearman is ready in 10 turns. In the same time the city grows to size 2 and makes now 3 shields. In another 10 turns the settler is ready, both shield and foodwise. So far so good. But with a GA the city has the Spearman ready after 7 turns. 3 turns later it grows to size 2 and has already produced 9 shields of the settler. It needs another 5 turns, which is already a waste, because it produces now 5 shields, and 9+5x5=34. But the settler is ready only 5 turns later, after effectively 20 turns, just like without GA. Mining makes things worse, and irrigation doesn't work well under Despotism.
          Hm, and people originally said the AI was "cheating" by getting extra units at the beginning of the game. Seeing how inefficient the AI can kind of puts things into perspective...


          Dominae
          And her eyes have all the seeming of a demon's that is dreaming...

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          • #50
            Originally posted by Theseus
            Assuming it is territory that you don;t want for your own empire any time soon, get in there with a Scout or Explorer ASAP, and pillage the roads to your heart's content!
            I often do so in the early game, when there are still big culture gaps between the AI cities. Pillaging roads, that are not inside the culture borders, is not an act of war, but will interrupt the supply with resources and luxuries and severely hurt the AI's growth and unit building.

            This is a pretty dirty trick too; I have never seen the AI pillage roads without being at war.

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            • #51
              Originally posted by Sir Ralph
              I often see AI capitals, while I found embassies after Writing, with settlers complete shield-wise but not food-wise. This doesn't depend on GA or not. In some cases, like cities in plains without irrigation, or forest cities this difference can get pretty big. A GA makes things even worse.
              The worst case I've seen was when Russia had built Moscow in the middle of a load of tundra, and it was stuck at size two with no excess food, plus a fully 'built' settler (in terms of shields). It had other cities, since this was on emperor, where the AI gets another free settler (or perhaps a nearby city had taken the only available food source that Moscow had previously been using). AFAICS it was stuck like this until we got into a war, and the production was changed to a military unit instead.

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              • #52
                The AI doesn't get a free settler on Emperor. Cathy must have found one in a hut with the scout. But your observation of AI builds matches mine pretty good. Soooren? Hello?

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                • #53
                  Heh, I do the same thing Sir Ralph - if I see AI roads outside of their territory, I cut 'em. Absolutely. Anything to hinder them.

                  The GA thing is devilish... but dangerous. You run the risk of creating a monster.

                  I too have noticed via establishing embassies that the AI will often have the production of a settler done, but sit there waiting for the city to grow. I've seen size 1 capitols with fully built settlers.

                  By the way, the more the AI gets improved, the more I favor tweaking the basic advantages it gets. If Soren fixes various AI weaknesses, the game essentially gets harder. If the AI was beefed up using the suggestions that many of us here at 'poly have posted, then I'd like to see some new intermediary difficulty levels.

                  For instance, the jump from Monarch to Emperor includes an extra AI production bonus, AND a change in citizen happiness. If the AI really gets better, a level with the bonus but with Monarch happiness... or vice versa... would be nice. It would be nice to be able to customize difficulty, actually. You choose the AI production bonus. You choose the AI science bonus. You choose the AI to AI trade factor (I know you can adjust this in the editor now, but I'm talking about the setup screen), you choose the happiness factor for you and for the AI, you choose the AI's bonus units, etc.

                  Somebody smack me, 'cause I'm dreaming.

                  -Arrian
                  grog want tank...Grog Want Tank... GROG WANT TANK!

                  The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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                  • #54
                    *smacks Arrian

                    "It's spanking season, and I got a hankerin' for some spankerin'"
                    "I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
                    -me, discussing my banking history.

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                    • #55
                      Ah, thank you punkbass. I needed that.

                      -Arrian
                      grog want tank...Grog Want Tank... GROG WANT TANK!

                      The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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                      • #56
                        About the cutting roads tactic.

                        I used to do this too, but it seems they seem to go more hostile when doing so. IE cautious to annoyed.

                        Could be pre 1.29.
                        Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                        Then why call him God? - Epicurus

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                        • #57
                          Originally posted by Arrian

                          You choose the AI to AI trade factor (I know you can adjust this in the editor now, but I'm talking about the setup screen), you choose the happiness factor for you and for the AI, you choose the AI's bonus units, etc.

                          -Arrian
                          Off topic- AI to AI trade factor starts at 110(i think) for cheiftain and increments up. Does lowering those numbers lower the trade rate?
                          Don't try to confuse the issue with half-truths and gorilla dust!

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                          • #58
                            Originally posted by Tuberski
                            Off topic- AI to AI trade factor starts at 110(i think) for cheiftain and increments up. Does lowering those numbers lower the trade rate?
                            It is my understanding that if you lower it to 100, then they just won't trade, as it is no longer deemed to be profitable. They would just as soon spend the beakers as buy it.

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                            • #59
                              Lowering the AI-to-AI trade rate lowers the "discount" one AI may offer to another, but it shouldn't affect the fair offer price. Soren has indicated that an AI will value any given asset at its "fair value" (whoever that is determined) and seek that fair value from an AI trading partner. If and only if the AI trading partner doesn't have sufficient "stuff" to pay fair value, the offering AI may accept "less than fair value." The "less than fair value" amount is determined by the AI-to-AI trade rate. IIRC, the AI-to-AI trade rate may be simply interpreted as "130 = AI will value 100 as 130; 140 = AI will value 100 as 140," etc. So, if the "fair value is 140 gold but the AI trading partner only has 100 gold worth of stuff, the trade could still be done as long as the trade rate was at least 140 or higher; or, in other words, the higher the AI-to-AI trade rate, the more "affordable" items will be to a poorer AI. A very high AI-to-AI trade rate aids in helping those AI civs that are falling behind to not fall completely behind.

                              Soren also indicated that this feature is intended to allow the AI a common human decision that "it is better to get something than nothing" when a trading partner doesn;t have full price handy (but notice that it is apparently better to get somethning than nothgin only if it is from an AI ).

                              Don't know if Jaybe's point about setting it to 100 produces no trades or not - I suppose it could but it also might not.

                              Catt

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                              • #60
                                Those of you who feel guilty because you are smarter than the AI, do the following:

                                In the Industrial Age. Place a single Longbow on a Galleon. Travel across the ocean to the continent you want to invade.

                                D-Day has begun!! Now you don't feel so guilty do you?



                                Anyway I agree with some of these posts about the AI canceling agreements. They do it more often than I do, especially declaring peace before the alliance has expired! I sign a peace treaty with Hiawatha and Xerxes goes from "gracious" to "annoyed". Sometimes even after the alliance has expired!!!

                                But hell if Xerxes won't be quick to make peace with Monty 4 turns after he signs an alliance. Do I get to be "annoyed" at Xerxes?? But if I declare war on him, because he annoyed me, it damages my reputation, and not his!

                                Actually I use this as an exploit too. Because I already took the Aztec cites I wanted. So I can make peace too.

                                Actually I just thought of something. If Xerxes double-crosses me, his foreign advisor should be telling him that Ronald Reagan is "annoyed". There should be some way to set your mood which would influence the other leaders. Sort of like in Civ2 Hotseat.

                                Something more sophisticated than "Cleopatra is a known liar and a cheat." My guy says that about everyone.
                                I've increased my medication and I am now able to experience pleasure... especially when my Legions march on Berlin and capture the Great Wall! >:-)

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