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  • Forcing the AI to found new cities

    I want the AI to found new cities at historical dates at specific locations.

    F.e Moscow was founded at 1147A.D(IIRC). My scenario starts before that date and ends after that. It would be historicaly inacurate to start with Moscow already built.

    I have tried to simulate this by placing settlers with 0 movement on fertile spots but it tries to move them.

    Any better ideas?
    "Military training has three purposes: 1)To save ourselves from becoming subjects to others, 2)to win for our own city a possition of leadership, exercised for the benefit of others and 3)to exercise the rule of a master over those who deserve to be treated as slaves."-Aristotle, The Politics, Book VII

    All those who want to die, follow me!
    Last words of Emperor Constantine XII Palaiologos, before charging the Turkish hordes, on the 29th of May 1453AD.

  • #2
    And something else BTW.

    i want to have a Magna Carta wonder and i found this gfx on some scenario.

    If anybody knows any latin and can discern what is written on the drawing can he please tell me if this could be used for a Magna carta(Declaration of human rights) wonder.


    to better view it just save it on your hard disk and enlarge it.


    Thanks.
    Attached Files
    "Military training has three purposes: 1)To save ourselves from becoming subjects to others, 2)to win for our own city a possition of leadership, exercised for the benefit of others and 3)to exercise the rule of a master over those who deserve to be treated as slaves."-Aristotle, The Politics, Book VII

    All those who want to die, follow me!
    Last words of Emperor Constantine XII Palaiologos, before charging the Turkish hordes, on the 29th of May 1453AD.

    Comment


    • #3
      Well, I don't think that settlers with zero move points can do anything. The only thing is making all surroundings fertile, give the AI a normal settler and hope he will found the city on the correct spot (if in doubt, test it several times, and make sure he will always found the city).
      Other than that you can always try to have an "invisible" city (i.e. one that is there, but cannot be seen because it has an invisible graphic), with unfertile surroundings, then change the cities.gif file to make the city "visible" and use the CHANGETERRAIN command to make the surrounding terrains fertile, so the city can grow.
      Of course, some things can't be changed (the city will appear on the radar map, and it will say "Moscow" on the map, plus there will be impassable terrain, and the city can be taken-unless you surround it with "impassable" units), but this would still work.

      By the way, are Barbarians going to found the city? If that is so, they won't.
      Follow the masses!
      30,000 lemmings can't be wrong!

      Comment


      • #4
        Hey, try placing yourself on the ignore list-it's fun
        Follow the masses!
        30,000 lemmings can't be wrong!

        Comment


        • #5
          Just did!

          Its fun indeed!
          "Military training has three purposes: 1)To save ourselves from becoming subjects to others, 2)to win for our own city a possition of leadership, exercised for the benefit of others and 3)to exercise the rule of a master over those who deserve to be treated as slaves."-Aristotle, The Politics, Book VII

          All those who want to die, follow me!
          Last words of Emperor Constantine XII Palaiologos, before charging the Turkish hordes, on the 29th of May 1453AD.

          Comment


          • #6
            I think you can get the AI to build the site by hex-editing.

            Change the tile fertility to the maximum, and from what I've seen so far, the AI will immediately build a city. Of course, you must be sure no other settlers are around, or the AI might spontaneously decide to build a city there ahead of time.
            If that's a real problem, you can circumvent that too, by putting an impassible unit on it. When the time is there, use a changeterrain event to kill the impassible unit and put the settler on the square. You might also want to change the fertility of the surrounding squares to 0, to prevent any cities from being built adjacent to future Moscow.


            Oh, and about the icon. I can't really decipher what it says, but it seems like it's (a part of) the first words of the first and second line of some text. So even if I could decipher it, it probably wouldn't make any sense.
            Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

            Comment


            • #7
              when you say change fertility to the max what do you mean?
              Create for example a tile that yields 50 food or something?

              Since the AI will not be able to build settlers apart from those created via events, i won't have to circumvent this.
              "Military training has three purposes: 1)To save ourselves from becoming subjects to others, 2)to win for our own city a possition of leadership, exercised for the benefit of others and 3)to exercise the rule of a master over those who deserve to be treated as slaves."-Aristotle, The Politics, Book VII

              All those who want to die, follow me!
              Last words of Emperor Constantine XII Palaiologos, before charging the Turkish hordes, on the 29th of May 1453AD.

              Comment


              • #8
                Originally posted by Palaiologos
                when you say change fertility to the max what do you mean?
                Create for example a tile that yields 50 food or something?

                Thats right.

                AI should build the city on that terrain, make sure the civ is expansive and aggressive. Will the Russians be a new civ?
                Civfan (Warriorsoflight)

                Comment


                • #9
                  No that's not right.... The rules.txt has nothing to do with it. The AI only builds cities on grassland/plains anyway so you'd only waste a terrain type.

                  I meant hexediting the savegame. In the savegame, each map tile has a "fertility" value, this number is what determines how desirable a tile is. If you change that to the maximum, the AI will (almost?) certainly build a city on it (regardless of the civ's attitude).

                  If you send me the savegame and the map coordinates of Moscow I can do it for you (my e-mail's on my website). But be quick, I might not have much time later this week.
                  Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

                  Comment


                  • #10
                    That is great mate, thanks!


                    You only need the savegame right?
                    Not rules.txt or whatever?
                    "Military training has three purposes: 1)To save ourselves from becoming subjects to others, 2)to win for our own city a possition of leadership, exercised for the benefit of others and 3)to exercise the rule of a master over those who deserve to be treated as slaves."-Aristotle, The Politics, Book VII

                    All those who want to die, follow me!
                    Last words of Emperor Constantine XII Palaiologos, before charging the Turkish hordes, on the 29th of May 1453AD.

                    Comment


                    • #11
                      Yep, only the savegame, preferably zipped first (and of course the location of Moscow).
                      Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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