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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > Grasslands and City-building by AIs
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Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:35
Question  Old Post 06-04-2004 04:46
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#1 Report this post to a moderator
Grasslands and City-building by AIs Inflate your Upload Space

Can someone tell me how and why AIs respond to grassland squares in terms of city-building?

John, I get the feeling, after playing Colonies IV a few dozen times, that you know aaaaaallllll about this. Am I right?

Anyone else know anything?

POTUS is offline POTUS
Prince
How could I possibly not have a Mozambican flag, I mean, what other country has an AK-47 on their flag?
Jul 2003
time: 21:35
  Old Post 06-04-2004 08:53
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Re: Grasslands and City-building by AIs Support Apolyton, buy Call to Power 2

quote:
Originally posted by Exile
Can someone tell me how and why AIs respond to grassland squares in terms of city-building?

John, I get the feeling, after playing Colonies IV a few dozen times, that you know aaaaaallllll about this. Am I right?

Anyone else know anything?

The AI only builds cities on grasslands and plains, unless you hex-edit it, IIRC.

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:35
Question  Old Post 06-04-2004 13:22
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#3 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

So then, if one were to use Mapedit to switch terrains, switching grassland & plain to mountain & icecap, and then switched the terrain values, the Ai WOULD NOT BUILD CITIES?

duke o' york is offline duke o' york

Emperor

Oct 2001
time: 05:35
  Old Post 06-04-2004 15:48
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Enter the AD-FREE zone

The AI will calculate the food production of areas before putting their cities down. I don't think that this will take harbours or specials into account, but it does generally mean that their cities are by grassland squares or others that can be easily irrigated to provide grassland levels of food (plains and hills). I reckon that there's a hard-coded minimum amount of food production potential in an area before settlement will happen. That's why the AI never builds production powerhouse cities in the same way that human players.

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:35
  Old Post 06-04-2004 17:36 Visit Mercator's homepage!
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Support Apolyton, buy Civilization III: Complete

quote:
Originally posted by duke o' york
The AI will calculate the food production of areas before putting their cities down.


No it doesn't. The AI strictly goes by the square's "fertility" value. This fertility value is hidden inside the savegame and has nothing to do with the rules.txt values. Civ2 only ever gives Plains and Grassland high enough values for the AI to build cities on it, but this can be hex-edited.

So, yes indeed, Exile, that would do the trick... Provided you're not using the mountain/icecap terrains, obviously. Otherwise the AI will start building its cities on those terrains instead (no matter how rough the terrain is).

If you don't have any terrain types to spare, you will have to use MapCopy. Presuming you want to prevent the AI from building cities anywhere, type in the following at the DOS prompt (this assumes you are already in the scenario directory, and both mapcopy and the savegame are located in that scenario directory):

code:
mapcopy your_savegame.sav -f:ZERO


You can download MapCopy here, by the way:
http://home.san.rr.com/dustyr/proj.htm

(and at my utility site, of course... see sig)

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