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 > Civilization III > Civ3-Apolyton University > AU mod: The Agricultural trait
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
CivGroups
Apolyton University (75): Not a Member - Join

bottom of page
  
Author
Thread   
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:34
  Old Post 17-03-2004 18:15 Visit alexman's homepage!
Edit/Delete Message Reply w/Quote
#31 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Just as humans use ships very, very effectively in a way in which AIs are programmed not to use them at all, the same is true for the extra food from the agricultural trait: Extra food gets converted to production by the agricultural AI, whereas the human uses the extra food to get extra population, and worse for the AI, Settler pumps.

Yes, agricultural AI civs tend to do better than non-agricultural civs, but human agricultural civs do much better than AI agricultural civs. Therefore, weakening the agricultural trait will hurt the agricultural human more than the agricultural AI, just as weakening curraghs hurts the seafaring human more than the seafaring AI.

Increasing the cost of agricultural settlers forces the human to sometimes sacrifice the extra food to get extra production, leveling the playing field, because that is what the AI does.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:34
  Old Post 17-03-2004 20:38
Edit/Delete Message Reply w/Quote
#32 Report this post to a moderator
Enter the AD-FREE zone

When I don't have the production for a settler pump in a city that could otherwise be a good one, my usual course of action is to make it a worker pump instead. Or, with the capital, the higher shield cost of settlers could usually be overcome by letting the city grow one bigger and adjusting the luxury slider accordingly if necessary. (And the same technique can often work in other cities, although the cost in commerce tends to be a lot higher.) In cities that don't have four-turn pump potential, the higher cost of settlers would tend to manifest itself in building less in between settlers rather than in sacrificing growth for shields, or in letting a city grow a pop point bigger if shields become the main constraint.

In other words, if my own techniques are any indication (and granted, I'm not entirely typical), humans would generally not react to the change by shifting a laborer in a way that costs them a point of food the way you seem to intend them to. The real effects would tend to be a lot more subtle.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:34
  Old Post 08-07-2004 02:25
Edit/Delete Message Reply w/Quote
#33 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Hmm...
Why not hadicap the UUs of Agricultural civs?

Aztec and Incas (with original C3C stats) come to my mind as more balanced Agr civs.

While Celts and Irqoues as most unbalanced (Agr + supreme UU).

Dutch and Sumerians are in the middle (since defensive UUs don't help drasticly in exapnsion, more in preserving what you already have).

While Mayan are hit or miss. Wihout barbarians to enslave their UU is mediocre, if not weak. And god help you if AI attack your early, what can you do with 30 shields archer.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:34
  Old Post 24-08-2004 02:12 Visit joncnunn's homepage!
Edit/Delete Message Reply w/Quote
#34 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

On the Agricultural traight:
Ideal solution would indeed be removing the despotism bonsus on the food tile, but not possible to do using the editor.

Prior to reading this thread I thought that removing all half priced structures would be the best allowed by the editor, but now I like the agr vs of the settler only I'd have the Agr version of the settler cost 40 shields [less shield micromangement than 35] but only 1 citizen used.

This would greatly help the agr AI building of Settlers at high difficulty levels.

Humans would need to redirect the extra food into shield producation during REX.

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:34
  Old Post 25-08-2004 01:41
Edit/Delete Message Reply w/Quote
#35 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

40shields, one pop settler?
Wouldn't that make Agr even more powerful?

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:34
  Old Post 25-08-2004 21:22 Visit joncnunn's homepage!
Edit/Delete Message Reply w/Quote
#36 Report this post to a moderator
Enter the AD-FREE zone

To the AI at high difficulty levels (or if they get an ultra early GA) yes, they'd be helped because of them currently wasting shields waiting for cities building the settler waiting to grow.
AI isn't taking full advantage of the Agr traight.

quote:
Originally posted by player1
40shields, one pop settler?
Wouldn't that make Agr even more powerful?

 
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:34.
Apolyton Time is 00:34.
    top of page
Rate This Thread:
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 0.0338 seconds (87.39% PHP - 12.61% MySQL) with 36 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