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MORON
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Vancouver, Canada
Jun 2001 time: 13:32
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Well, one of the biggest complaint about Civ is about its less than human level Ai. Since this forum has collected some of the best Civ players around, I guess this would be an good place to come up with some algorithms for the Ai.
So any clever algorithms that can fix obvious problems with the ai?
It is an long shot, but it is still an better shot at getting an better game than repeating stuff from the Civ3 list IMO.
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Max Sinister
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If you or someone else were going to program a better AI algorithm for Civ, there are many questions to answer. Questions like these:
- Where do you build a city, if you've got a settler?
- How many of your resources do you use for building settlers / units / buildings / small and great wonders? Which ones? And if you know: Where do you build what? (A harbor at the sea, a great wonder in the biggest city, a factory in the mountains with mines, units in cities near the enemy, settlers in the cities near the unsettled wilderness...)
- Which other civ do you make peace with, and which one do you attack? Where do you attack them - units or cities, and which ones?
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Max Sinister
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quote: Originally posted by Urban Ranger
I think it will be better if the ability to build city at will is removed. Instead, a city will appear when there's sufficient population on a tile, with population growth controlled by a new model. |
Sorry Ranger, I wouldn't like it. In our world kings have founded many cities, villages and colonies, and *they* decided where to put them. It's ok if the pop. model decides which city will grow faster, but I'd like to decide where to put them myself. If I should choose the wrong places, well, I might lose then. So be it.
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MORON
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Vancouver, Canada
Jun 2001 time: 13:32
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If only we have an measure of "power" in calculating the effects of each decision the ai makes, and maximize the power of Ai races.
*uses some economic theories to model civ decisions*
I'm thinking
War potential = production x war tech
Using this, we can balance production with tech tree. It shouldn't be to hard to find the maximum delta war potential using this equation.
War capacity = units x war tech
War capacity should be maintained to reach parity with humans if possible, to prevent invasions.
The ai should first try to maintain parity militarily, than any surplus in production after the two would be invested in production and tech to maximize future war making ability. There should also be an "risk" function on how far ahead the ai looks at, and it should change depending on how endangered the Ai is. If an Ai is on a island away from all other players, it can take high risk, long term maximum as the goal.
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alms66
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Louisiana
Oct 1999 time: 23:32
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quote: Originally posted by Max Sinister Sorry Ranger, I wouldn't like it. In our world kings have founded many cities, villages and colonies, and *they* decided where to put them. It's ok if the pop. model decides which city will grow faster, but I'd like to decide where to put them myself. If I should choose the wrong places, well, I might lose then. So be it. |
This is true, however, as UR points out, they didn't move settlers into place to found the city, they merely said, "Hey you, build a city here." Actually, he sent workers to build the infrastructure. And since the workers and their families were already there, you had a small amount of people to live there already, while the rest came from the surrounding countryside.
I would say that the population founds their own cities, but the ruler still has the ability to found some cities as well, though it should be expensive and/or time-consuming. The method for founding could be as simple as paying a large cash amount for it and having workers build it (along with the cash deposit). The survival of a city the ruler founds is dependent upon its placing, just as every other city. Though, from what I know, most cities attract people, unless they run out of water.
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CarnalCanaan
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The Biggest Little City in the World
May 2004 time: 05:32
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Not to get biblical and all but...
In Genesis, depending on how you read it, Cain founded the first city in the land of Nod. Thus Cain was the first "settler" unit.
And I would argue that most cities are artificially founded, meaning someone, a sovereign of some sort, "placed" them there. My home town, Sacramento, was founded when an alcoholic Mormon duped John Sutter's gullible son into selling city blocks to emmigrants. Not exactly the Settler-Unit model of Civ but certainly planned. New York (néé Nieuw Amsterdam), Paris, Rome and Alexandria are all examples of cities being placed by a higher sovereign at will.
The problem of course is that in the word of Civ we play as an übersovereign who controls everything for all time. That, of course, doesn't exist (unless you're a really strict determinist). Although there are patterns to the location of cities (rivers, resources, etc.) that is not to be confused with their "spontaneous" creation.
I thought we fixed this kind of thinking centuries ago. 
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trev
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Adelaide, Australia
Feb 2003 time: 15:02
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A large part of the skill in civ is choosing the right city locations for the style game you wish to play, number of cities and their size, it is rediculous to even consider taking some control over city founding and placement out of the control of the player, that aspect must be under the players control at all times or its not civ
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alms66
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Louisiana
Oct 1999 time: 23:32
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well, then I guess I don't want to play civ...
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