Hi Wes,
I have done some more play testing and here are my observations.
First off, I have not experienced the save game problem others are mentioning. I am using patch 1.1, not 1.11 and I have Windows 2000 sp1 on my system.
I did some checking on all AI cities this time and I noticed some things.
1) Many AI cities just have the militia in them for protection.
2) The AIs build a lot more ranged units than they do any other kind of unit. I saw some AI cities with stacks of 12 Archers but nothing else except the militia unit. Other AI cities will have 8 or 9 archers and just 2 or 3 Hoplites. I have also seen civs that build lots of mounted archers but don't seem to build anything else. This may be something that needs to be looked into.
3) The AIs don't seem to use Slavers any more. I think they should do that especially if they are inclined that way by their personality. Some examples of this, the Zulus did not have slavers but they had the technology. In the past they used slavers. Also the Romans and the Thia were the same way. They had the tech but they never used it. I also did not see any civ that had any slaves whatsoever. Before the Mod, many civs used slaves.
4) Barbarians seem relucant to attack. They never attack cities even if they are up against them with stacks of 5, which I saw more than once. If the Barbarians have stacks that large they should attack. The Barbarians are more likely to attack individual units, but not always. I had one Warrior fortified and a stack of 3 Barbarian Warriors did not attack him. They did later after I moved him, but they should have attacked him the first time. The Barbarians are also not attacking AI civs either. No where on the map was there a single Barbarian city and this was 546 AD. Before Med Mod there would have been several. I think this needs to be reimplemented. More than once the Barbarians could have taken a city or two of mine, but they never tried.
5) The AIs build and use fewer boats than they used to. They should use those often like they did before Med Mod.
6) On the up side, they do seem to manage there cities better than I do. Some AIs even build extensive road systems while other don't build any. This may be because they haven't discovered Trade yet though. Maybe a new advance needs to be added very early in the game called Road Building that gives the TI of roads, then make it a high priority for the AI to discover it. Seems that once the AIs have a TI they use it.
Miscellaneous issues that I noticed.
1) I got a militia out of a goody hut once this time too. I ended up having to disband it. I also got an archer out of one.
2) I did see an AI conquer a city of a different AI. In this case it was the Romans conquering the city of a different AI, but I don't remember which one it was. On the down side, I have only seen this once.
3) The AIs tend to crowd their cities more when they don't have much land to expand on. If they have plenty of land, they don't crowd them as much though. On the upside, even when they do crowd them, they don't crowd them nearly as much as they did in CTP1.
4) The AIs like to use farms and mines when they have them.
Well that is it for now. I will do some further playtesting and comment on it later, maybe today if I have time once I get home maybe tomorrow.
Regards,
Timothy Pintello
I have done some more play testing and here are my observations.
First off, I have not experienced the save game problem others are mentioning. I am using patch 1.1, not 1.11 and I have Windows 2000 sp1 on my system.
I did some checking on all AI cities this time and I noticed some things.
1) Many AI cities just have the militia in them for protection.
2) The AIs build a lot more ranged units than they do any other kind of unit. I saw some AI cities with stacks of 12 Archers but nothing else except the militia unit. Other AI cities will have 8 or 9 archers and just 2 or 3 Hoplites. I have also seen civs that build lots of mounted archers but don't seem to build anything else. This may be something that needs to be looked into.
3) The AIs don't seem to use Slavers any more. I think they should do that especially if they are inclined that way by their personality. Some examples of this, the Zulus did not have slavers but they had the technology. In the past they used slavers. Also the Romans and the Thia were the same way. They had the tech but they never used it. I also did not see any civ that had any slaves whatsoever. Before the Mod, many civs used slaves.
4) Barbarians seem relucant to attack. They never attack cities even if they are up against them with stacks of 5, which I saw more than once. If the Barbarians have stacks that large they should attack. The Barbarians are more likely to attack individual units, but not always. I had one Warrior fortified and a stack of 3 Barbarian Warriors did not attack him. They did later after I moved him, but they should have attacked him the first time. The Barbarians are also not attacking AI civs either. No where on the map was there a single Barbarian city and this was 546 AD. Before Med Mod there would have been several. I think this needs to be reimplemented. More than once the Barbarians could have taken a city or two of mine, but they never tried.
5) The AIs build and use fewer boats than they used to. They should use those often like they did before Med Mod.
6) On the up side, they do seem to manage there cities better than I do. Some AIs even build extensive road systems while other don't build any. This may be because they haven't discovered Trade yet though. Maybe a new advance needs to be added very early in the game called Road Building that gives the TI of roads, then make it a high priority for the AI to discover it. Seems that once the AIs have a TI they use it.
Miscellaneous issues that I noticed.
1) I got a militia out of a goody hut once this time too. I ended up having to disband it. I also got an archer out of one.
2) I did see an AI conquer a city of a different AI. In this case it was the Romans conquering the city of a different AI, but I don't remember which one it was. On the down side, I have only seen this once.
3) The AIs tend to crowd their cities more when they don't have much land to expand on. If they have plenty of land, they don't crowd them as much though. On the upside, even when they do crowd them, they don't crowd them nearly as much as they did in CTP1.
4) The AIs like to use farms and mines when they have them.
Well that is it for now. I will do some further playtesting and comment on it later, maybe today if I have time once I get home maybe tomorrow.
Regards,
Timothy Pintello
Comment