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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:32
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quote: Originally posted by kwpulliam1973
The ability to enslave Barbs, if it is removed, should be removed with the addition of an editable flag. - I have already modded my preferred game to have all ancient footsoldiers capable of takeing worker slaves. While it may be unbalancing for a single civ to have this ability, when all civs have it, the AI seems to benefit from it. (i.e. if you remove barb enslavement now - others will start calling for it to be added as an editor flag - why not combine the request now)
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Great. If there was some ancient unit that would enslave as well, that would end my concerns-just give the maya a two tech or so jump on other enslavers. Still unique, but others can similarly rape the barbs. Not that I think the AI could handle this, probably more an odd coincidence and random luck than by intention...
I'd rather see a new enslaver unit than a modded swordsman, maybe a 2/1/1 enslave for 30 shields at ironworking or something later. But I think giving the ai enslaving units would probably advance their terraformed infrastructure quite a bit.
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kwpulliam1973
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quote: Originally posted by asleepathewheel
SNIP
Not that I think the AI could handle this, probably more an odd coincidence and random luck than by intention...
SNIP
But I think giving the ai enslaving units would probably advance their terraformed infrastructure quite a bit. |
That's exactly how it seemed to help the AI - I admit I'm not playing in debug mode so this is just anecdotal, but all the AI civs seemed to keep up with me in getting tiles improved during the ancient age and a little bit past. I know I was capturing the odd Barbarian worker from AI civs well into Industrial and Modern age.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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Were they founded next to fresh water?
That's when they get a food bonus in Despotism.
Joncnunn, I'm scared to start adding historical accuracy suggestions for the conquests. It will quickly get out of control.
And as far as I know, you can't set initial builds in a scanario, can you? It's the AI who sets the first build, and it's by no means an 'easy' fix to teach the AI to build the proper thing in all the different conquests...
Last edited by alexman on 16-11-2003 at 08:55
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RobC
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quote: Originally posted by Dominae
Mayan Javelin Throwers should not be able to Enslave Barbs. |
Along the same lines, to limit barb-harvesting abuse, I recommend allowing units to only promote up to Veteran after a victory against barbarians (i.e. you can get a bunch of vets but not a bunch of elites; for elites you need to send your vets in against other civs' units)
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kwpulliam1973
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Editor Feature Request - Maybe Easy May be not - opinions?
Rate of Enslavement (X in 10) drop down box, or percentage - Per unit settable
Background - In much of history, the choice of the victors was to accept the parole of surviving losers, take them into servitude or slavery or kill them. - I would like to make / see a mod where many of the non-technical units had a 10% chance of recruiting a similar unit from the battle - This is exactly what lead to the ability for any unit to enslave and create any other unit - All that remains is the ability to Mod the rate of enslavement (currently set to 33%)
Is it an easy change? - I would think so - I can't imagine the 33% being hardcoded into the game more than once, since it is a new feature itself. -
Thanks
Kevin P.
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Dominae
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quote: Originally posted by RobC
Along the same lines, to limit barb-harvesting abuse, I recommend allowing units to only promote up to Veteran after a victory against barbarians (i.e. you can get a bunch of vets but not a bunch of elites; for elites you need to send your vets in against other civs' units) |
I agree with alexman here. Promotions from Barbs is not a major problem because: 1) all tribes benefit from it equally (making it like bombardment, which we're not taking out of the game) and 2) the discrepancy between what the AI gets out of it and what human players do is not very big (compared to Slave farming).
Dominae
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Catt
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California - SF Bay Area
May 2002 time: 21:32
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Not sure how easy these fixes would be . . .
Make AIs value Ivory more than other luxuries until the Statue of Zeus is completed. You can trade for Ivory and the imported ivory is sufficent to enable the wonder build.
Make AI civ with ivory place higher priority on Mathematics. The Japanese researched Mysticism, Polytheism, Philosophy, Map Making, and Literature before I traded Mathematics to them. The map is an archipelago max land, and each civ (except for one pair) is alone on a landmass. I also have an ancient age tech lead, so I am sure that the map conditions and the deppreciating research cost of techs I had already researched may have influenced Japan's choices, but with an early monopoly on ivory, I would hope that Math would be a priority.
Refine AI decision regarding declaration of war. This one is probably tough, but there is virtually no reason I can think of for an AI civ, without Map Making (or Writing!) and halfway around the world, to declare war on the human. It provides a happiness boost for the human and potentially skews the AI's build choices disproportionately towards units in the early game. I am not sugesting a whole reqorking of the war decision process -- but perhaps some sort of check on whether the AI can even actually mount any sort of an attack on the rival.
Catt 
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dexters
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Vancouver, Canada
Nov 2001 time: 05:32
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Two points.
1st, an agreement. I think should should infact be relatively easy to implement. The AI could simply be made to check for a land route to your empire. Second, check for distance, third check for # of units capable of traversing that distance., multiplied by the average of their movement factor and then multiplied by the tech level plus number of units that can travel that distance as a base score. (if we're dealing with galleys for example, its 2 transport capacity can be included as well to make a total of 3 units)
If they are on a different continent, the only units would be ships and transports.
There are a lot of smart math type people here, so I leave it to you guys to come up with a nice algorithm for the AI to calculate. It should be relatively easy to come up with a score. The higher the score, the more likely they will to declare war and lower the cost.
2nd point is that we don't really know what the AI is getting out of it. I've noticed, and note this is just from random observations resulting from my regular visits to each AI civ each turn to peddle my warez, that when AI civs are enticed into declaring war via military alliance tends to get gold, and maybe even techs. It may infact be a good thing for an AI to engage in these phoney wars, and most of the time, they never bother sending anything.
A question then is, can the AI be programmed to conduct these phoney wars like a human? Where they declare war but build like they are at peace. I think they can. The bigger question is, will Firaxis or BA bother with adding the extra coding? I think they are obligated to... considering the amount of money the fanbase has poured into their coffers with 2 xps, and the original release.
quote: I agree with you Catt, the AI needs a sanity check on war declarations and MPP deals.
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I've noted, and Alexman has included in the list an MPP related craziness with the AI making peace with a Civ, not realizing the civ is MPPed with another Civ is it still at war with and this retrigging war, again and again, since part of the AI wants to make peace but it can't fathom its own actions are retrigging the war.
Last edited by dexters on 17-11-2003 at 04:22
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