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I figured out why the AI starts dropping behind at a certain point. I never realized it before but, I shoot way ahead at the same point I start building trading posts and bazaars. I went thru some old saved games just to see what AI cities looked like. Many of the civs had built no buildings at all. So as long as everyone was purely living off the land, the AIs were ahead. In the BuildListSequences file I added a new BuildingBuildList called Start that immediately follows the garrison list. In it is city walls, granary, bazaar, academy, mill and factory. At least every city will now have the minimum. I may add other buildings as I see them being necessities. This should also help the AI since they wont be building wonders so early and with walls can defend against the barbarians better. I also added 5 prod to trading posts in forests/jungles/mountains to represent wood mills and stone quarries. I added trading post to the
improvement list under production so the AI should build more now, helping both their prod and gold.
As I always feared, the AI doesnt understand city size limits. Some small cities had aquaducts because they were on the growth strategy. Some of the military and science civs NEEDED them but wouldnt build them. in my game, I had also lowered the % of AI specialists to 10%, and had lowered the specialist from 30 to 20. I'm going to have to relook at that and make their largest cities dedicate more scientists and factory workers since they are all working the land, but not growing, so in essence those workers are wasted. I may have to strategically add all the city limit increasers to every build list so no matter what the AI is playing it wont neglect city growth limits. Under the Gold strategy, i notice that freight is second on the list, this is way too high as I've noticed that some civs change trades routes almost every turn and never seem to be lacking the caravans needed to do so. That means they wasted alot of prod building those caravans which just sit waiting to be used. Anyone ever notice any kind of caravan limit in any file?
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History is written by the victor.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:14
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Sounding good.
I tried to link up to your site, but its not active anymore.
Got a favor to ask. Could you send me the files that you altered for the trading post fix.(or did you just enter trading posts into the BuildImprovement list - if so, then don't bother. The boost for production is an easy enough fix - as long as I can get the AI to use them I will make that boost too.
And the BuildingBuildList file for the City Improvement sequence (or at least the entry) I want to make sure I have the verbage correct.
I would guess that the lists work in descending order, as the more advancesd stuff is at the bottom of the lists, so placing trading posts before mines might make the AI bypass building them to build mines instead.
Would you also be interested in taking on the challenge of boosting the AI for my Cradle Mod. I have been implementing stuff as I see it on the forums, and your tips have been very good. This mod is currently being playtested, with generally good reports, but it definitely needs tweaking in some areas. As I see it, you have a wealth of practical knowledge with your experimenting, and a look at my files would be much appreciated, to catch some changes that definitely need to be made.
My initial goal has been to implement improvements outside of Slic (as I have no ability in that area)
I have sent version 1.02 to OmniGods website, and can email you the text files to look at too, if you are interested.
All work will be credited in the public release.
[This message has been edited by hexagonian (edited February 07, 2001).]
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Alpha Wolf
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Prince of the Barbarians
Feb 2001 time: 05:14
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quote:

Originally posted by hexagonian on 02-07-2001 09:52 AM
I tried to link up to your site, but its not active anymore.
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I was one of those that had something happen to my account the other night, and it was pointing to the wrong place (notice my new settler status ) I'm trying to get the link to work again but so far no luck.
quote:

Got a favor to ask. Could you send me the files that you altered for the trading post fix.(or did you just enter trading posts into the BuildImprovement list - if so, then don't bother. The boost for production is an easy enough fix - as long as I can get the AI to use them I will make that boost too.
And the BuildingBuildList file for the City Improvement sequence (or at least the entry) I want to make sure I have the verbage correct.
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ImprovementList:
IMPROVEMENT_LIST_PRODUCTION {
Improvement TILEIMP_TRADING_POST ## JAW
Improvement TILEIMP_MINES
}
-----------------------
BuildingBuildList.txt:
add 1 to the number at the start of the file.
BUILDING_BUILD_LIST_START {
Building IMPROVE_CITY_WALLS
Building IMPROVE_GRANARY
Building IMPROVE_BAZAAR
Building IMPROVE_ACADEMY
Building IMPROVE_MILL
Building IMPROVE_FACTORY
}
quote:

Would you also be interested in taking on the challenge of boosting the AI for my Cradle Mod. I have been implementing stuff as I see it on the forums, and your tips have been very good. This mod is currently being playtested, with generally good reports, but it definitely needs tweaking in some areas. As I see it, you have a wealth of practical knowledge with your experimenting, and a look at my files would be much appreciated, to catch some changes that definitely need to be made.
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I'll gladly take a look at them, but it wont be until next week as this weekend I go to get firsthand knowledge of barbarians, i mean cheeseheads, ooops, I mean Wisconsinites 
quote:

My initial goal has been to implement improvements outside of Slic (as I have no ability in that area)
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I dont blame you on this. Every attempt of mine to code SLIC fails on my PC even tho I've been assured the same code works on other machines.
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History is written by the victor.
[This message has been edited by Alpha Wolf (edited February 07, 2001).]
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Alpha Wolf
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Prince of the Barbarians
Feb 2001 time: 05:14
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FTP site is functional again...dang case sensitivity
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History is written by the victor.
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Gwap
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Largs, Scotland
Jan 2001 time: 05:14
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I am currently playing at Very Hard on Gigantic with 8 Civs.
Ok, now there are 7 civs, because those nice Australians gave me all their cities when I asked them nicely.
Running
// Dale's diplomacy script to make AI do diplomacy with itself.
//
// Modified to include BlueOrange's FRENZY AI script.
//
// Version 2 - 14-Jan-2001
[/list]
Am I alone in thinking this a bit too nice? who of you would happily give away all his cities (will the game allow you to do that???)
Is this fixed in version 3?
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John Barbarossa
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Halifax, England.
Jan 1970 time: 05:14
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Kull,
That IS big news on the Civ2 front, especially the gigamaps which make me wonder how a giga-Europe might look.
As for denigrating C2 mod efforts, it is important to realise that their efforts were only viewed unfavourably compared to the greater effort of ridding the underachieving and user-unfriendly CTP2 (although the type of differances in the game you discussed may take similar depths of advanced technical knowledge - I don't know). Without any point of reference, I would like to make it clear that C2 modifiers added 12 months onto the life of C2 for me and my circle of friends (prior to the multi-player version) without ever asking me for a penny.
As I seem to be in the business of handing out pats on the back, I hope you and your fellow C2 modifyers will accept one as well Lots of games receive fan support, but Civ, in all it's incarnations, has attracted some of the most intelligent and generous people to it over the years.
Regards
John
[This message has been edited by John Barbarossa (edited February 08, 2001).]
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