Ok, background to this post; I'm hoping to do work on the CtP2 AI once the source is released (if ever ) so I'm trying to work out how to play the game in advance, with an eye towards what could be implemented in the AI. So, I'd like to put forward my thoughts and pick the brains of the people who are much more experienced than me.
(Oh, this is with the unmodded game, btw. I want to get a feel for it before I move on to the Apolyton mod)
First, on base-placement; it seems that if there is an overlap between bases then the unused tiles are counted as having zero production... this massively reduces productivity. Therefore base-placement seems to need odd-numbered distances to be effective - 3, 5 or 7 tiles apart. Also, it needs to be planned out carefully, as having one base 3 tiles and another 5 tiles away screws everything up nicely.
7 tiles seems way too far apart. 5 is quite decent; you get 18 workers and the rest are specialists. 3 tiles isn't too bad ether, since specialists are pretty nifty in this game, and each base gets 3 free workers.
Generally, the AI seems to place it's bases way too far apart, resulting in it running out of new base sites with 6-7 cities... given how fast it can get to Monarchy, I'd like to see it with around 20-25 cities before 1AD. With all the bonuses the AI gets on Impossible level, I can still have 2-3 times as many cities, a higher population and a larger military at this point.
On that note, do people here respect the limits on empire size or not? In my first game I did, and in my second I built 20 cities under Tyranny, which wasn't too hard... I'm planning to conquer another 5-6 in Monarchy and stop until fascism. I would say that it's more worthwhile to build extra cities in the lower forms of government, given that the penalty affects your whole empire.
Science, commerce and production improvements appear completely useless until there's absolutely nothing you can do to increase your growth. I mean, +10% gold? It seems like a good idea to make the AI focus much more on happiness and growth, and have it play with it's sliders a whole lot more. I think I can do this in the text files, in fact...
Anyway, if anyone has any strategy thoughts on the early game, I'm interested.
Also, does anyone know what the general AI improvements are in the mods? I understand that it's a lot more aggressive, which it certainly needs to be, but does it play any better?
(Oh, this is with the unmodded game, btw. I want to get a feel for it before I move on to the Apolyton mod)
First, on base-placement; it seems that if there is an overlap between bases then the unused tiles are counted as having zero production... this massively reduces productivity. Therefore base-placement seems to need odd-numbered distances to be effective - 3, 5 or 7 tiles apart. Also, it needs to be planned out carefully, as having one base 3 tiles and another 5 tiles away screws everything up nicely.
7 tiles seems way too far apart. 5 is quite decent; you get 18 workers and the rest are specialists. 3 tiles isn't too bad ether, since specialists are pretty nifty in this game, and each base gets 3 free workers.
Generally, the AI seems to place it's bases way too far apart, resulting in it running out of new base sites with 6-7 cities... given how fast it can get to Monarchy, I'd like to see it with around 20-25 cities before 1AD. With all the bonuses the AI gets on Impossible level, I can still have 2-3 times as many cities, a higher population and a larger military at this point.
On that note, do people here respect the limits on empire size or not? In my first game I did, and in my second I built 20 cities under Tyranny, which wasn't too hard... I'm planning to conquer another 5-6 in Monarchy and stop until fascism. I would say that it's more worthwhile to build extra cities in the lower forms of government, given that the penalty affects your whole empire.
Science, commerce and production improvements appear completely useless until there's absolutely nothing you can do to increase your growth. I mean, +10% gold? It seems like a good idea to make the AI focus much more on happiness and growth, and have it play with it's sliders a whole lot more. I think I can do this in the text files, in fact...
Anyway, if anyone has any strategy thoughts on the early game, I'm interested.
Also, does anyone know what the general AI improvements are in the mods? I understand that it's a lot more aggressive, which it certainly needs to be, but does it play any better?
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