 |
|  |
 |
|
Bohlen
|
 |
of Space
Nov 1999 time: 00:12
|
|
Some people would say that Civ 2 SP is programmed to do it's best to make sure you lose. I would agree with that in a general sense, but would also add that I have been in certain situations where the game seemed to help me out a bit. I've noticed that there are a few ways in which the AI gives a player an advantage in certain situations and how it actually helps that player win the game. Some things I have personally witnessed are:
1) Slowing the AI's research pace to more closely match yours.
This has been said before by many. If you are doing very well in research, at least one AI will keep up with you. If you are behind, the civs slack off a bit so that you can catch up.
2) Barbs showing up at the most opportune time.
A couple of examples of this include: a) a barb appearing right where you need him so that he destroys an enemy unit that is forcing ZOC or is just plain in the way; b) having barbs pop out of nowhere to take a city that you are about to capture because you just destroyed all of the defending units…then bribe the city cheaply and get free barb units.
3) Leader attitude and willingness to trade
If you don't check the foreign minister report just about every turn you might miss this. I've noticed that sometimes a civ leader's attitude will improve enough since your last turn, apparently for no reason, for him or her to be open to trading techs or maps. One trade in the mid-game can take you from loser to winner with the right tech.
I'm sure you could include just about every weakness the AI has, but I'm trying to specifically focus on items that are not really constants in the game, i.e. it doesn't happen all the time, every time…but it happens right when you need it, when you are losing in a certain situation or losing in the game as a whole.
Most of these observations were obtained while playing at Deity, with some at Emperor. I can only speak for these things happening on MGE as it is the only version that I currently have installed to play SP.
Does anyone have any more examples?
|
|
|  |
 |
|
My Wife Hates CIV
|
|
Michigan
Jan 1970 time: 05:12
|
|
Those are kinda weak examples if you ask me. It just shows weak AI programming. I've noticed the AI not attacking a unit left in the open while blasting away at cities or stacked units. Again, just poor AI. I really don't think anything was placed in the game to -help- the player out. It might seem like that in some cases but it's probably just chance. The science rate thing is a handicap for the AI so the player does not get to far ahead. Again, you can play this to your advantage if you want.
|
|
|  |
 |
|
|
On the alliance thing, give me lots of techs and get their attitude to worshipful and you'll find ai civs much more amenable to alliance.
|
|
|  |
 |
|
Ming
|
|
To answer your concerns...
1) Try it, it's really easy after the first time.
2) HA HA HA HA! If it is a group that has been playing together for awhile, they won't pick on you, they have other scores to settle.
3) Playing with a group you trust lessens the chance of cheating.
4) Well, yeah, you will addicted again 
I would have to agree that your examples are either random chance or piss poor programming.
An example... if an AI or barb unit is touching one of your cities, it will always attack the city. Even if there is a settler, diplo, or any unit next to it. (Great to know if you want to catch the barb king)
And your comments about the AI always attacking from the same direction... well, they are always coming from the same place, so they always will come at you in the same way.
I will give you credit on the Techs... It does seem to stick with you. But, I would consider that bad programming too 
|
|
|  |
All times are GMT. The time now is 05:12. Apolyton Time is 00:12. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|