Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Restored Forums > [Restored Forum 198] SL: Civ2 Creation Hints, Tips and Guides > Preventing City Founding
Page: Print | Email | Subscribe | Report News       0 votes -  average
18.Sep: `ACSR WEEKLY`: SEPTEMBER 18TH, 2005
16.Sep: `ACSR GDS`: WARDELL INTERVIEW PROMO
15.Sep: `ACSR MAILBAG`: SEPTEMBER 15TH, 2005

bottom of page
  GALACTIC CIVILIZATIONS $19.99 - CIV3 CONQUESTS $29.99 - CIV3 from $9.99 - SMAC+SMAX $19.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
William Keenan
Prince
New Jersey, USA, Earth, Sol, Milky Way
Sep 1999
time: 00:37
27-02-2001 10:09 | www
edit | quote
#1 | report |
Preventing City Founding Tired of ads?


Awhile back Capt. Nemo was looking for a way to prevent the AI from founding new cities. Was a solution ever found?

Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:37
27-02-2001 11:51 | www
edit | quote
#2 | report |
Enter the AD-FREE zone


I don't know about Captain Nemo, but I came up whit a (sort of sulotion) in the scenario I'm making, the problem solved itself really, I built 255 cities (not on purpose, but it turned out that way), so the AI and the human was unable to build cities.

techumseh
King
of the frozen North.
Apr 1999
time: 22:37
27-02-2001 12:03 | www
edit | quote
#3 | report |
Support Apolyton, buy Galactic Civilizations: Deluxe Edition


Well Henrik, I have a more practical, though less than perfect solution. It's not original as it appeared in these forums several months ago, posted by someone I don't recall. The AI will only found new cities on grassland or plains terrain. So if your scenario allows you to give up 2 terrain types, just substitute tundra and glacier. Change the graphics and the characteristics to match grassland and plains. It's hard-coded so it doesn't matter how fertile you make them, no settler will found a city. They will build roads and forts. I haven't noticed irrigation, but I haven't really tested it.

Kull

King
El Paso, TX USA
Mar 1999
time: 22:37
27-02-2001 21:56 | www
edit | quote
#4 | report |
Put an end to popups!


That really is a cool idea, Techumseh! Taking it one step further, you could have scenarios which allow for AI city growth, but you CONTROL where they build them by placing "real" grassland squares in desired locations only.

A good example of this would be Imperium Romanum. If Bebro used the above method, the AI civs could be prevented from founding cities in most of Russia (but not the Crimea) and North Africa (except in historic locations on the coast). Really a great way to prevent the AI from running amok!

BeBro
King
of the Krauts
Mar 2000
time: 06:37
28-02-2001 04:09 | www
edit | quote
#5 | report |
Support Apolyton, buy Call to Power 2


It seems to be a good solution. But wouldn´t the AI have lots of settlers running around on the map searching for a place for city founding?

Panda
Prince
Europe
Jan 1970
time: 05:37
28-02-2001 04:11
edit | quote
#6 | report |
Avatar Enlargement: We've got the solution


Credit where credit's due, this is thanks to Dusty. I believe this is the topic you had in mind, tecumseh http://apolyton.net/forums/Forum18/HTML/001104.html

I've yet to try this out, but I doubt the "fertility" flag is dynamic. I think it more likely that only those grassland/plain squares when you first create the game will have this value, so if you edit that grassland square to arctic, the AI will still build there. If it can be controlled this way; tecumseh's findings suggest it can.

edit: actually, thinking about it, the reason tecumseh noticed only forts and roads and not irrigation may be attributed to the values set in the rules.txt where you can tinker with the minimum government needed for a particular improvement to each terrain type.
<font size=1 face=Arial color=444444>[This message has been edited by Andrew Livings (edited February 27, 2001).]</font>

Kull

King
El Paso, TX USA
Mar 1999
time: 22:37
28-02-2001 11:30 | www
edit | quote
#7 | report |
Tired of ads?


Andrew: I remember that thread, but at the time it seemed impractical. Imagine using the hex editor to change most of your grassland/plains squares to "F0". Ugghh! And how would you ever keep track of which is which while within the hex editor? (ie the ones you want cities built on versus the ones you don't). Utterly unworkable. Tecumseh's concept is much simpler to implement, since all that's required is a change to the rules.txt and terrain1.gif files. The only question is, will the AI irrigate? Hopefully you're right, and it's just a matter of adjusting the government modifier.

BeBro: There may be a few AI settlers wandering around, but no more than normal. I've never really checked this out, but I'm pretty sure the AI is restricted to one active settler per city. Therefore by limiting the number of cities they can build, you'll automatically cut down on the "wanderers".

Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:37
01-03-2001 16:29 | www
edit | quote
#8 | report |
Support Apolyton


The idea is actually much more ancient and sort of common knowledge (although Dusty was the first to get the technical details right): http://apolyton.net/forums/Forum4/HTML/000491.html
I used the method in my <A href="http://www.sidgames.com/hosted/civ2/scen.cfm#fictional">Orbis Terrae</A> scenario to prevent city building.
In case you're interested, I recently dug a little more into the exact encoding of maps in savegames (an earlier version can be found here: <A href="http://gene.wins.uva.nl/~jvermeir/savmaps.htm">Map Encoding in Savegames</A>, it's also part of Allard's "Hex Editing" doc). I might update it with my more recent version. I found more info, especially concerning fertility.
Another thing, there's a utility called MapCopy (should be in the database) which can copy fertility information between maps/savegames. When you use that, you can make a map where all fertile terrain is grassland and the rest, say, glacier. You can then copy the fertility info of that map into the savegame. That a whole lot easier than changing the hexes by hand! Even more, this method could also allow you to have the AI build cities on all kinds of terrain (not just whatever's in the grassland/plains spots). For instance, you could get the AI to build a city on a mountain (like Gibraltar or whatever is appropriate).
<font size=1 face=Arial color=444444>[This message has been edited by Mercator (edited March 01, 2001).]</font>

Kull

King
El Paso, TX USA
Mar 1999
time: 22:37
01-03-2001 21:36 | www
edit | quote
#9 | report |
Get a bigger avatar today!


Mercator: I forgot about that feature of Mapcopy! Your idea is an extremely elegant way to solve the problem. It's fast and relatively easy to pull off! For those who haven't used MapCopy, it's a tool that lets you edit your scenario map offline in the Map Editor program and then copies the changes (or SOME of the changes, as Mercator advocates above) back into the scn file.

Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:37
02-03-2001 15:07 | www
edit | quote
#10 | report |
Support Apolyton buy from Amazon


I updated the Map Encoding file.

Last edited by Mercator on 30-01-2005 at 22:32

Heresson
King
of frogs
Jun 2000
time: 06:37
30-01-2005 21:29
edit | quote
#11 | report |
Support Apolyton buy from Amazon


quote:
Originally posted by Henrik
I don't know about Captain Nemo, but I came up whit a (sort of sulotion) in the scenario I'm making, the problem solved itself really, I built 255 cities (not on purpose, but it turned out that way), so the AI and the human was unable to build cities.


But then, don't You get the annoying "too many cities" message?

I did. And in Fading Lights, I had to spot the points most likely to become spots on which AI would like to build cities, and se the events to changeterrain them every turn.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:37.
Apolyton Time is 00:37.
    top of page
 
Forum Jump:

 



Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0380 seconds (87.32% PHP - 12.68% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net