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 > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > How do you keep 'em in Fundamentalism?
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:13
Question  Old Post 07-04-2001 09:52
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
How do you keep 'em in Fundamentalism? Browse Apolyton AD-FREE

Ok, in one of my scenarios that I'm trying to improve, the intention is that the specific civs that have fundamentalism at the start stay in it. Instead, no matter how I alter the basic rule of how fundamentalism works in the rules file (number of units supported, percentage of tech available for research), the 2 civs always come out of fundy and go into despotism.

I don't want this to happen.

Any ideas how to manipulate the AI so that it will stay in what is clearly a better government?

Salutations,
Exile

------------------
Lost in America
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu

Henrik is offline Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:13
Post  Old Post 07-04-2001 09:57 Visit Henrik's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

I have a theory...
Give the techs of the governments that's normally "between" fundy and despotism...
Start by just giving them monarchy (well aristrocracy in your scenario if I remember correctly )
I know you can't give them republic (it would ruin the game if they traded it to another european civ...).
This is just speculations, you try it out!

BeBro is offline BeBro
King
of the Krauts
Mar 2000
time: 06:13
Post  Old Post 06-04-2001 22:19 Visit BeBro's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Can it be influenced by the civīs settings?
Perhaps a expansive/militaristic civ would rather use fundamentalism compared to a perfectionistc civ? Hmm, just a thought.



------------------
Civ2000 hosted by CivII Universum

Henrik is offline Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:13
Post  Old Post 06-04-2001 22:34 Visit Henrik's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Civilization 2

I know that he is using the most agressive settings available allready (millitaristic, aggressive, expantionist).

Hendrik the Great is offline Hendrik the Great
Prince
Good old Germany!
Oct 1999
time: 06:13
Post  Old Post 06-04-2001 23:47 Visit Hendrik the Great's homepage!
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton buy from Amazon

You have to give them the advance Fundamentalism or whatever you call it in your scenario. Don't give them the other government-techs, it will slow their research down even more and might cause other unwanted problems, I speak from experience...

------------------
Mathias' Civ II Page
http://members.nbci.com/thalys

Henrik is offline Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:13
Post  Old Post 07-04-2001 00:05 Visit Henrik's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

I think he allready gave them the requiered tech...
Edit:
One of the civs hasn't got it (that one is also the one which usually changes govt first) and the other one has it (but that civ will also revolt after a few turns...).
[This message has been edited by Henrik (edited April 06, 2001).]

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:13
Post  Old Post 07-04-2001 01:59
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Actually, both of the civs in question already have the tech at the start of the scenario and they are both in the fundy government when the game begins. Within the first 3-4 turns, however, both AIs elect to switch government from fundy to despotism. If, in a MP game, the human players elect to do this, fine. But what I'd like to do is somehow alter the stuff at the beginning of the rules file so that the 2 AI civs don't choose to switch governments.

It may not be possible.

But if it is, I sure would like to know.

Salutations,
Exile

Xin Yu is offline Xin Yu
King
Emeryville, CA, USA
Jan 1970
time: 21:13
Post  Old Post 07-04-2001 02:57 Visit Xin Yu's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Browse Apolyton AD-FREE

Have you given them Democracy? I have given a civ fundamentalism but not democracy. The civ could not change to fundy.

Kubla Khan
Guest

Not Yet
time:
Post  Old Post 07-04-2001 03:43
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Put an end to popups!

I don't suppose you could just set switching govs off?
Try changing the turn. Some stuff is hard coded in based on the game year.

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:13
  Old Post 07-04-2001 04:53
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Inflate your Upload Space

No, Democracy has been made a "no,no" tech and will only be given to one civ late in the scenario. And turning off government-switching was tried very early on in the development of this one and proved unworkable in the context of the scenario.

Perhaps I should ask a more specific question. Does anyone know what exact numbers must be put down in the rules file in place of the default numbers in order to prevent the AI from switching out of Fundy? In the scenario, the civs in question only have 2 governments available; fundy & despotism. They might eventually get to Republic very late in the game, but that won't help anything on the first 10 turns. Fundy supports 8 units/city free and it lowers the total tech resarch by 50%. But these numbers can be freely altered by the designer. I've trial-and-errored through several combinations of numbers and the AIs are hell-bent on switching out of the ideal government, fundy, and lapsing back into despotism as quick as they can. Unfortuneatly, there just isn't a way that I can lock a particular civ into a particular government (or I would and have done with it).

Still hoping for a right answer,
Exile

Henrik is offline Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:13
Post  Old Post 07-04-2001 16:18 Visit Henrik's homepage!
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Put an end to popups!

You could try giving them the democracy tech (since its no, no they wont be able to trade it...) and see what happens.
Did you receive my mails exile?

Gothmog is offline Gothmog
Prince
Minas Morgul
Jan 1970
time: 00:13
Post  Old Post 07-04-2001 17:02
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Increase Your PM Length

Exile,
I don't know if what I am suggesting will help but it's probably worth a shot. How many libraries, universities, research labs, trade routes do the tribes you want to stay fundy have? Maybe the reason they switch out is to get the science rate up. That's probably giving too much credit to the AI.

------------------
"There is no tiddle-taddle nor pibble-pabble in Pompey's camp."

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:13
Post  Old Post 07-04-2001 18:33
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Henrik, received your emails, no problem. You should be receiving answers even as I write this.

Gothmog, I certainly did think about that. As inefficient as despotism actually is, fundy might be worse when it comes to tech research. Yes, they might well be switching out of it to acquire a higher technology gain rate. Which is why I thought that altering the fundy numbers might provide sufficient incentive for the AIs to remain in fundy. If the fundy number weren't that bad, perpaps the AI wouldn't switch. But they do. But thanks.

It's a little problem, but it might prove unsolvable.

Salutations,
Exile

Henrik is offline Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:13
Post  Old Post 07-04-2001 18:43 Visit Henrik's homepage!
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

I got your answer now

SCDARS is offline SCDARS
Warlord

Sep 1999
time: 06:13
Post  Old Post 07-04-2001 20:56 Visit SCDARS's homepage!
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Inflate your Upload Space

quote:

No, Democracy has been made a "no,no" tech and will only be given to one civ late in the scenario.


If I recall correctly, Government techs with prerequesites "no,no" are somehow "forbidden" and even can't be chosen even if one civ posseses this tech or the Statue of Liberty.
As I'm not 100% sure, you should test this out first.

Is Fundy "no,no", too? If then, it would explain why the AI never changes back to fundamentalism. Maybe the AI thinks that Fundy isn't available.

Another theory would be that Fundamentalism requires a certain state of development and a minimum size of the respective civ.
In standard games I often noticed AI civs changing back to Monarchy or Despotism after they failed to attack me and had been reduced to 4 cities or so.

So I wonder whether adding cities would help... How big are those civs at the beginning of your scenario?
Other motivations for the AI could be civil unrest, the ability to build the unit in the fanatic slot, a lot of wars and (but this is purely speculative techs from the Monotheism and Conscription slots.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:13.
Apolyton Time is 00:13.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




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 0.0416 seconds (88.88% PHP - 11.12% MySQL) with 31 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