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gunkulator
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vmxa1, you just described why I don't bother with anything above Emporer, excepting a few DG forays every now and then. What you described sorta sounds like civ, but it doesn't resemble civ in any sense that I think of it. Tightly packed, small, crappy cities for most of the game is not my idea of an enjoyable game. YMMV of course.
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Shr3dZ
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Ahhh so its no wonder I didnt quite understand why sometimes I wasnt able to switch to a GW. So the 3 main factors to not being able ot switch would be:
- Paying for resources (ie. hurrying production)
- Chopped forest
- Disbanded units
Thx for clearing that up.
Someone mentioned the Hoover Dam out there and it reminded me to ask a question about it:
When you build it, all cities get a Hydro Plant. But one of the requirements to getting a HP is that you have to have a fresh water source, correct? So what happens to all those cities that havent got one, do they get one anyways? And also you dont receive the benefits of the Hoover Dam if your cities dont have a Factory in them yet right?
TIA~
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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I wonder why the game makers decided that corruption had to be so much higher in c3 than in the earlier versions of civ? it certainly doesnt add any realism, it takes away realism in fact. And I can't imagine they think it's more fun this way!
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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My current frustration involves epionage. i don't miss the diplomat or spy units in the least but the new system just doesn't seem to be working.
The biggest disppointment in the game so far had to have been when I completed the espionage small wonder. I immediently went to the espionage screen and amlmost everything there was grayed out, including propaganda which I had hoped to use to buy a small festering eye sore of a size 1 city that the AI managed to sneak in near my forbiden palace city.
Reading the description for propaganda it says that it can be used in the city where my spy is located. However, when I try to plant a spy none of the cities in the list are selectable. instead I just gives me an option to execute the order and the spy always end up planted in the enemy capitol after which the option to plant spies is grayed out.
Does this mean propaganda efforts can only be directed at the enemy capitol? That doesn't seem to be any use whatsoever. Is propaganda only useable under other government types? I wonder where they got the impression that democracies don't engage in propaganda?
I think I'm at a dead end with respect to this aspect of the game.
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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wow, I just realised that all of the rival AI civs in this game are democracies. no wonder I can't initiate propaganda. Is this game at all typical? so far the AI opponents have been so...civil, with the onerous exception of their grossly unfair and impractical trade philosophies.
It's now 1978 in my first game on warlord difficulty. I played the english with default settings on a really really big map. I established contact with every civ by 3500 bc and in all that time I have not seen one armed conflict break out at all between any of the AI civs or my own.
Furthermore, even when the irritating sobs are placing their colonies right on a continent I'm trying to horde to myself, they even seem to have the decency to carefully plan ahead with the placement such that our city worker radii will not overlap. That has really continued to shocked me, I remember all too well the willy nilly ugly ai city placement in the earlier versions of civ. If this is a really c3 change I'm observing it is one I can learn to live with.
Has anybody else noticed that the AI is less likey to stick cities in places where they are by all measures simply stupid location choices?
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:30
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AIs generally use either Republic or, once they have it, Democracy when they are at peace, switching to other governments only if they are at war. (In the Apolyton University Mod, the use of Feudalism as a peacetime government is also common before the AIs get Democracy because of a change we made in corruption levels.) Also note that AIs don't automatically change to Democracy the moment they get it, or change back to a peace-time government instantly when a war ends, and AIs that get Monarchy before Republic may or may not be in a hurry to change to Republic.
Your game sounds like it definitely leans toward the peaceful end of the spectrum. There is a lot of variation from game to game in how much fighting the AIs do, and there is an aggression setting that is deliberately designed to make the AI play some civs more aggressively than others. (Germany is an example of a highly aggressive civ, and India of a civ with a low aggression setting.)
In regard to city placement, AIs don't like overlapping city radii much even when the cities are all within their own borders. Actually, that reluctance undercuts the AIs' effectiveness to a certain extent because until hospitals become available, a lot of tiles in AI territory go unused. (In contrast, top players tend to pack cities more densely based on the theory that the advantage of doing so in the early game easily outweighs the disadvantages later on. I usually try to rig things so all my cities can reach size 12 but virtually no land or coast, except maybe some mountains if I have a lot of them, goes unused at size 12.) It's certainly not unheard of for AIs to build a city that will eventually have overlap with a foreign city, but given a good alternative, AIs prefer to place their cities in ways that avoid such occurrences.
Incidentally, AIs cheat a bit in choosing where to build their cities. When AIs calculate where to build cities, the algorithm they use knows the values of different tiles, and the values it uses in those calculations reflect the existence of resources the AIs shouldn't know anything about yet. For better or for worse, that gives the AIs a leg up in gaining control of strategic resources. On the other hand, since humans do a better job of using the information we do legitimately have available (sometimes even building cities right next to AI cities to steal away resources the AIs had planned to control through border expansions), it could be argued that the AIs need their unfair knowledge just to compete.
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Dominae
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quote: Originally posted by nbarclay
Incidentally, AIs cheat a bit in choosing where to build their cities. When AIs calculate where to build cities, the algorithm they use knows the values of different tiles, and the values it uses in those calculations reflect the existence of resources the AIs shouldn't know anything about yet. For better or for worse, that gives the AIs a leg up in gaining control of strategic resources. On the other hand, since humans do a better job of using the information we do legitimately have available (sometimes even building cities right next to AI cities to steal away resources the AIs had planned to control through border expansions), it could be argued that the AIs need their unfair knowledge just to compete. |
Regarding making better use of the information:
When you see an AI Settler heading for an area that is both relatively distant from its capital and relatively devoid of any interesting features, you can expect there to be a Strategic resource there that you are unable to see yet. Sometimes it's too late and the AI city is alreayd founded, but it's worthwhile noting it down. This way you can predict with more accuracy where, say, there will be a source of Coal, given that the AI went out of its way to settle a bit too near that Jungle to make any sense otherwise.
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Dominae
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quote: Originally posted by joncnunn
There is however a bug in the AI city placement algorithm, it doesn't know about the food bonsus being canceled if a city is placed directly on top of it. |
The AI calculates the value of a tile (for settling purposes) based on a weighted sum of the values (for working purposes) of all the 21 tiles a city on that tile would eventually have access to. This is why the AI will often place a city right between, say, two Cattle resources, that are only accessible once the city's borders expand.
I'm pretty sure that the AI does not include the value of the city center tile when determining the value of that tile for settling purposes; I have never seen the AI rush out to a big patch of Desert only to put a city directly on the only Oasis in sight. However, if there are other good tiles surrounding another good tile (like, say, a patch of four Cattle), it makes sense from the AI's perspective to place a city right in the middle of the patch, even though this results in the loss of a perfectly good bonus tile. This "bug" could be resolved by better coordination between AI Settlers or a planning algorithm for city-placement, but these are not quite as easy to code.
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Dominae
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quote: Originally posted by Willem
Not true. A Hydro Plant will increase production by 50% regardless of whether there's a Factory or not. At least I think it's 50%, could be 25%. |
AFAIK, Hydro Plants increase Factory production by 50% (25% of the city's base Shield output).
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