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Catt
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California - SF Bay Area
May 2002 time: 21:32
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quote: Originally posted by alexman
I believe this is already the case. In fact, (as Nor Me often likes to point out ), the fact that you need iron to build the Iron Works is responsible for a big chunk of the AI trade value of iron. |
In my current game, I could acquire either ivory or gems from the Japanese for the same price (lux and gpt, so I know I am not inadvertantly vastly overpaying for even a more expensive ivory with a valuable tech) -- and that has cost Tokugawa his rightful Statue of Zeus 
And BTW, I always thought Nor Me's relaible point was that the Iron Works actually contributed to the high cost / high AI interest in Iron Working, rather than iron. Edit: Did a search, and you're right that Nor Me's comment is about the value of iron -- which just goes to show that you're not repeating it enough if I cant remeber it properly, Nor Me End Edit
dexters - I can see allowing "bribed futile wars" where the AI gets something out of an MA, but I'd be interested in an even more limited fix to address truly futile (w/o bribe) declarations. In my game, because every civ (except 2 civs) is isolated on its own landmass, I have built a sum total of 2 warriors (and now the Statue of Zeus) and focused on science and commerce, and my extreme military weakness versus all the other AIs has induced war declarations when I do not give in to AI tech extortion attempts; the thing is that the AIs making the declarations were completely isolated and could not have been induced by an alliance -- they simply compared relative power and declared. Not only is it a real help with happiness in the ancient age, but it will also provide additional long-term benefits since most civs will become "traditional enemies" and therefore ensure future happiness boosts even when I declare war later in the game.
Catt 
Last edited by Catt on 17-11-2003 at 04:52
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dexters
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Vancouver, Canada
Nov 2001 time: 05:32
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Alva, the problem is, until Galleons and Frigates hit, the AI simply do not have the transport capacity to mount a substantial naval invasion. It just doesn't build enough galleys, or caravels.
Actually Alexman, if you read tihs, can you please add this as a request? To fix early game AI shipbuilding? They need to build more ships, even on continents/pangea maps. The idea with these largely landbased maps is to have the capacity to surprise an oppenent from the sea, and this is what I think Alva is speaking to partially.
I suspect this is because the new AI code applies mostly to the case where you have a transport + escort. Before Frigates, all ships double as a transport and a warship. Perhaps this can be fixed in the next patch, and if it is fixed, then your idea will work, I think.
Last edited by dexters on 17-11-2003 at 15:37
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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Alva, I think your idea of adding an amphibious unit for all civs is brilliant. I doubt that Firaxis will implement it in a patch, but it doesn't hurt to mention is (if it doesn't happen, that's what the AU mod is for ).
Dexters, I don't think just telling the AI to build more ships is the solution. Even with more ships, the AI needs to gather them all together and launch a coordinated attack. If you have the AI build more ships, they will get built in all cities, and I doubt they will be brought all together to attack. Also, I'm not convinced that the threat of a naval invasion, which the AI still doesn't perform as well as the human, is worth the resources taken away from land units and infrastructure.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:32
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quote: Originally posted by Doc Tsiolkovski
The German version of the Euro C3C, what's so confusing about that?
And I know how Feudalism is supposed to work, lots of free units for Towns, but the German .bix still also has no maintenance costs for improvements, while this was dropped for the US version, and according to the developers, it should be that way... so it is clearly a bug in the localized version. |
hi ,
well this is somthing completely new since there are only supposed to be two versions , one US english , and one for the rest of the world , ........
have a nice day 
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:32
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quote: Originally posted by Doc Tsiolkovski
Yes, and for the ROW version you can choose the language, and the *.bix files (containing the unit names, city lists etc) are language-specific. Other than that, only the .txt files are different, AFAIK.
Edit: And the package, of course . |
hi ,
, for a minute there the belief was an all new german only game , ...... after the stunts that infogrames pulled with PTW , .....
and the package , what is different about it , .....
is it in german the txt , .....
have a nice day 
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lockstep
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Vienna, Austria
Aug 2001 time: 06:32
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Two observations/suggestions so far:
- The barbarian AI is broken, at least compared to PtW. Barbarians often won't try to destroy a worker that is in two-turn-reach, a 'massive barbarian uprising' often won't attack the next city even if it is defended by a single spearman, and - worst of all - two barbarian units in a camp didn't even bother to move when I founded a city one tile away (guarded by a spearman) and hereby destroyed the camp. They just sat within the new city border, waiting to be killed. Suggested easy fix: Restore the barbarian AI to the level found in PtW.
- Republic's maintenance of 2 gold per unit seems to be at least offset by the no. of free units (1/3/4), making this government actually more suitable for war-mongering. In my second completed epic game (Celts, Monarch), when I managed to clear 'my' continent by the early industrial age (i.e. almost no cities > size 12), I was generally paying less for support then I would have in vanilla Civ/PtW and fought my last major war without any support costs. I did rely on a bunch of captured workers, and building more workers would have induced some costs, but still much less as usual. Suggested easy fix: Lower the no. of free units under Republic, especially for city level 2 (size 7-12).
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