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StarGazer
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San Francisco
Jun 2001 time: 21:14
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ESPIONAGE
Does it really cost an AI civ 2,000 gold to steal an Advance from my civ? I know what your MM2 Main Readme file says, WES, but it seems inconceivable that an AI civ would want to spend that amount of gold for one of my Advances, especially since for the last several hundred turns I have ALWAYS given them an Advance when they asked for one, either a tech that leads to the one they asked for or a tech that they are working on or even the tech that they asked for.
It's now in the late 1800s, and I'm so far ahead of the four other civs in all respects that they will never catch up. My civ has peace treaties and trade pacts with them all, and they all love my civ -- well, that's what the Diplo Manager tells me, anyway. The fact that one of them just stole a tech from me -- in Washington, D.C. of all places -- tells me otherwise. My goals again are simply to win the Science Victory and to learn the game (including how this 7/18 update plays).
What are the differences in success rates between a Spy and a Secret Agent? The 7/18 GL doesn't say.
COUNTERESPIONAGE
In Civ II, if I remember correctly, I countered espionage by building a diplomat in each of my cities. The presence of a diplomat lessened the chances that a spy would be successful. I can find incredibly little information in the CTP2 game manual or in the Official Strategy Guide about how to conduct counterespionage the most efficiently. Some questions about this:
Which is the more effective COUNTERespionage agent: the Diplomat or the Secret Agent? The Secret Agent's vision is better, but it costs much more to support.
To prevent espionage agents from entering my civ's territory (by land), do I really have to build a line of counterespionage agents on the borders?
I see no viable means of preventing AI espionage agents from entering my civ's territory from along the coasts. So that would mean, I guess, placing counterespionage agents around each of my cities, say, one to each of the four sides. Or would simply having a Secret Agent in each city be effective, since it can see two spaces and thus detect the approach of the enemy?
This can get really complex, I'm beginning to see, because a lot would depend on the infrastructure -- roads, railroads, maglevs, or lack thereof.
Well, the fact that this spy (or whatever) was successful in stealing one of my Advances shook me a bit, since it came as a complete surprise -- not wholly unpleasant, I might add, since it revealed another aspect of the game and created a new challenge.
Anyway, I would welcome any help, either posted here or sent to me via email, about how to counter espionage the most effectively. THANKS!
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Gen.Dragolen
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Wes,
I finished my first game with the 18July01 files the other night. And it turned into a diplomatic victory of all things.
The game was set up as VH, 8 civs, RB, pollution on, blood lust off, large map and plentiful trade goods. I finished 17 wonders and 5 feats in the process. I was well into the modern age while the closest AI civ was in the Industrial Age. I was able to get started on the Central Matter Decompiler wonder at the end of the game.
There were a couple of glitches though:
1. The teleporting nobles. No big deal as they never want to be cooperative until you have something they want.
2. No male portrait for the Egyptians. Got Cleopatra and that was it. If the coding for the pictures isn't in an .slc file, please let me know and I'll fix it.
3. Still having problems maintaining a military because of upkeep. Not sure if that's because of how I place cities or the costs are still a little high. Should have a better idea after a couple of more games.
I have a couple of suggestions for future improvements in the diplomacy model:
1. Add the option to request that an AI civ change it's stance towards another AI civ. I vaguely recall that this worked in Civ2. Could lead to more interesting options like playing one civ against another or allow you to protect another without needing an alliance.
2. Need personality files for the Barbarians. It would be useful to be able to talk to a Barbarian leader. You could buy them off and maybe use them against another civ. Not to mention it would work for when cities revolt and go barbarian.
I have one other change I want to try. Since I always seem to outdo the other civ's in technology by about 1600-1700 AD and it is too slow to do all the research myself, I'm going to see what happens if I push the game start date back to 5000BC. Being a history buff, I find that the timelines are skewed for the earliest developements like trade, religion, astronomy, etc... because of game mechanics.
The Egyptians had kings starting around 5000BC, along with fired pottery, and had religion and writing around 3100BC. I'm thinking that the extra 1000 years (about 40 turns) might make it more interesting since I won't be able to have a technology advantage all the time.
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Gen.Dragolen
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quote:
...
Which is the more effective COUNTERespionage agent: the Diplomat or the Secret Agent? The Secret Agent's vision is better, but it costs much more to support.
...
I see no viable means of preventing AI espionage agents from entering my civ's territory from along the coasts. So that would mean, I guess, placing counterespionage agents around each of my cities, say, one to each of the four sides. Or would simply having a Secret Agent in each city be effective, since it can see two spaces and thus detect the approach of the enemy?
...
Anyway, I would welcome any help, either posted here or sent to me via email, about how to counter espionage the most effectively. THANKS! |
Stargazer,
I would suggest keeping several spies from the Renaissance Age and to post in the cities nearest to your enemy. Keep one in reserve in case they send one in by boat elsewhere along your coast. That way you can see them coming and use the "Sue" enemy operatives to eliminate or just let the garrison kill them. I usually keep spies in my own country since they are cheaper to support and use the James Bond units on foreign territory.
If you don't have the capacity to make spies, any invisible unit should do. I love using Corporate Branches on the unsuspecting AI civ's and they can also see spies and secret agents, etc... having a fast mover combat unit nearby completes the team.
I have had the AI rape my technology a couple of times when they discovered that I had an out of the way city without a spy to protect it. And yes, it can really make life difficult when they steal something really useful and turn it into lots of newer combat units than those you have... Just have to make a seamless defense for them to go against. Since I started using this strategy, I don't have the AI's stealing from me.
Good hunting.
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Der PH
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Aachen, Germany, Old Europe, Axis of Evil
Jul 2001 time: 06:14
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quote: Originally posted by StarGazer
In Civ II, if I remember correctly, I countered espionage by building a diplomat in each of my cities. The presence of a diplomat lessened the chances that a spy would be successful.
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In the original CTP2 it is the same, I think.
In a very advanced game (genetic age) my neighbours, the Mexicans, sent masses of spies into my civ. Due to a well developed railway system I couldn't stop them before they arrived at my cities, but they always failed in stealing technologies, when they tried this at cities with one of my spies inside, even before I built the secret service (or whatever its name is in English. I'm playing the german version) wonder.
Playing MM2 I have not been able to confirm this observation yet, because generally I am the one who needs stealing techs, but I don't know why this should have been changed.
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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Well, there have certainly been a lot of posts and requests here the last couple of days.
Rhuarc, I do not know if you can change the button configuration or not. I think there were some files in Ctp1 which someone modified to change the appearance of some screens. I have just adpated to the current system myself.
Dale will be working on the city expansion code shortly.
I went back and looked at the GL, and it does not give the relavent info on the spy units like it should, so I have re-worked the GL entries. Here is what the file looks like now.
[UNIT_SECRET_AGENT_STATISTICS]
Steal Tech: 35% random, 25% specific
Incite Revolution: 25%
Investigate City: 75%
Plant Nuke: 25%
Defend vs Spies: 25%
[END]
I do not know if the defend against spies setting takes .25 away from the success setting, or 25% from it. (For stealing tech this would reduce the success rate to 27% or so.) I hope that it does the latter.
I decided to reduce the steal tech success rate of the Spy from 90% to 75%. There have been Ctp1 games when I have stolen all the tech I could to stay up, and the 2000 gold cost has to be the same for all units. The game did not have a unit capable of stealing tech before the Secret Agent originally, so the same cost for it and the Cyber Ninja was no big deal. I increased the success rate of the Spy to account for the fact that you have less gold in the early part of the game.
Gen Dragoleon's strategy is about the same one I use as far as a counter-espionage network. It is hard to keep spies from getting to your cities, but you can thwart them pretty effectively suing this strategy.
Diplomats do not defend against spies.
As far as the leader pics, there is only one for each civ.
As far as the diplomacy suggestions, there is no way to write slic code to add a new diplomacy option to the game. Dale re-activated a couple of things that were cut from the released version of the game, but what you are asking for is totally different.
As far as barbarians, if you could negoitate and reason with them, they would no longer be barbarians, at least in the concept that they currently hold. Nordicus has done some of this for Ctp1, but imo the barbarians are like a force of nature, meant to annoy you and keep you on you toes in the beginning of the game.
The Large civs version of the game only changes a half-dozen or so files, so it is not necessary to update it each time I update the regular mod. You do need to follow the instructions as far as reloading slic and using modswapper even if you play the large civs version.
The Large civs version is not independent of the regular mod. It uses all but a few of the same files as the regular version. I waited until I had those files in their final state, then I changed them to fit the large civs settings. Now when I update, I update both versions without having to update the Large civs separately. I hope this makes more sense. Suffice to say that when I update the regular mod, I also update the Large civs version.
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:14
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Quick qestion for Wes,
I'm in the modern era. I've seen (in new cities) that you can still build shrines, but can no longer produce Arenas (thats fine). However, it seems that you still need to build a bracillia (sp?) before you have access to parks and movie houses.
I live in what can only be considered a late city in the real world (Orlando Florida, which boomed only during the last 20 years). We don't have any massive cathedrals to make the locals happy. They couldn't care less. However, we got movie theaters all over, and a couple of parks that help, too.
I would assume that a "new" city will have a movie theater sooner than a chuch.
Its like a sci-fi book I read long ago, where a city gets attacked from space. The author notes that the city struggled to repair its essential services: water, power, and cable.

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Cube
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El Paso, Tx
Nov 2000 time: 22:14
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Bluevoss the reason you can't build the arena is, because you need, a theater to build it, and you need a shrine to build a theater. i don't like the fact you need the bascillica for the movie theater, but I think this was done so that you would build the happiness building in succesion.
Wes,
I have added 3 new buildings to the game blacksmith, electric plant, and skyscrapers. i got the graphics from harlans building pictures. the blacksmith adds 5% production, the electric plant adds 10% production and 5% commerce, and skyscrapers add 15% commerce and has 0 upkeep like the other gold buildings. the electric plant is requred by buildings that require power the tv station, the movie palace, the reasearch center, the behavioral mod center, the E-bank, The robotic plant, and skyscrapers. building like the airport, and the hospital have back up generators, so you don't need the electric plant to build them. I'm also thinking of adding the library to the game, and having it give 10% science, and making it a perequisite for the university. If you want I can send you my MM2_buildings.txt file so you can add them to the mod.
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Gen.Dragolen
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Wes,
Well I'm at 1500 AD on my third game at VH, and I have been doing some comparisons between the different AI civ's behaviors, especially with regard to the science. They now have the diplomacy and combat coming along nicely (they are not just annoying, they are f*&%ing*? annoying now: I just love it) with they constantly trying to use diplomacy to string you along until they can attack in force or to pirate each other's trade on your soil.
However, on the science front, they are still sorely lacking. This is both in terms of using the improvements and in buildings. I need to check if it is because of the personalities settings that one will ignore commerce and go for population, or if the tile improvements are too expensive when they maintain large armies. It would be sweet if they science was calculated including the Trade. Ideas got around more because of traders than any other reason in the past. (just preaching to the choir now I think)
I did see one weird thing happen in this last game though: my immediate neighbours under Otto von Bismark had a spectacular advance in technologies and standing on the scoreboard: they first developed Mechanical Advantage (I already had it for about 200 years) and got the longbowmen, and then shortly after they got the Gunpowder Elite units as well. Not sure how they pulled this off, but the upshot was that they shot to the top of the heap, only to be able to build one cannon unit per city. It was a nasty surprise on my initial assault on one city. But they still fell to massed seige engines and pikemen. At least Otto was talking all nice and diplomatic as his Knights were finishing off my Cavalry Scouts which started that war. So what if I have 1/4 of the world map's landmass under my domain... They were spoiling for a fight by trying to break out of their small corner of "my" continent... pesky settlers.
The one thing they missed in this game was the ability to influence the diplomatic stance of one nation against another AI civ as they had in Civ2. That would be perfect with the MM2 changes.
I was hoping that there was some way to make changes to the timeline settings to start at 5000BC or earlier to see it that would help the AI's compete, but that doesn't appear to be possible without changing the source code in ctp2.exe. This is already so much better than the original CTP2, but we can make it better yet.
Wes, here are my two cents for the immediate concerns:
1. if the Stone Age-Bronze Age technologies were about 15% cheaper to research, and
2. if the Industrial Age and later units upkeep about 15 - 25% less for the regular units, which should get the AI's to about the same levels as actual history.
3. if you add more buildings to the list, then you will need to decrease the costs for all the buildings to allow for them.
I'll try my hand at the changes and see what happens.
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Gen.Dragolen
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Cube,
Thanks for the info. That was probably one of the few files I hadn't looked at in the last couple of nights. I knew there was a reason for being NetOps and not Programming...
Should be interesting to see what happens as I am upto the 1800's in game #3 and I'm right about where history was in the late Industrial Age. Nearest AI is still in early Medieval Age.
The main difference seems to be the AI's use of improvements: the don't build any ports where as I have as many as I can afford. I'm down to a couple of turns for most of the advances for the Industrial Age.
I'm hoping that the AI will have a better chance later in the game if it has the extra turns. Only other option is to make the early advances cheaper to research. I may have to use the coeffs in MM2_difdb.txt to tune the balance of play.
Good hunting.
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StarGazer
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San Francisco
Jun 2001 time: 21:14
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In the 7/18 MM2 update, although I have Peace Treaties with all the AI civs and a No Trespassing agreement, one or more of the AI civs keep sending Settlers through my territory. If I understood him correctly, DALE said that AI units are supposed to be ousted automatically after ten turns have passed from the time that the offending AI has agreed to remove the trespassing unit. However, that doesn't seem to be the case with Settlers. They just ponderously move across the entire expanse of my empire, seeking a place to settle.
Actually, I don't want them to wander through my territory, because sometimes I will have a "hole" or two where an AI Settler could conceivably settle, and, by doing so, take to itself part of my territory (the squares immediately surrounding its new AI city). This could be a nuisance.
So, how do I handle trespassing of this kind in a peaceful way, i.e., without having to kill off the AI Settler, thus breaking my Peace Treaty and precipitating a war? Can Settlers be sued? Or booted? Thanks!
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:14
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Wes,
Just finished a game on the latest 6/18 patch, and really enjoyed it. I'll probably start another tonight.
Speaking of the fix you mentioned for the late game AI tech slump, are you going to make a patch for this? Any idea when?
Thanks again for the good work.
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StarGazer
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San Francisco
Jun 2001 time: 21:14
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quote: Originally posted by WesW
Several people have reported the AIs falling behind in science after the Medieval age. I looked through the strategies.txt, and saw that I had not allocated as many specialists to the AIs as I thought I had. I have changed this, and made more of the specialists scientists, so hopefully the AIs will start producing more science. There are not adequate settings available to get the AIs to build commerce TIs like they should, so I have to try and get them to use specialists instead. |
Am playing third game. Impossible, 5 civs, huge map, Marauder Barbarians, MM2 6/18 update, regular (not large civs) game.
Am at 1800 A.D. Peace treaties with the AI civs since the Ancient Age. Goal is Science Victory.
In the early game, the AIs and I kept pace in Science by exchanging Advances. They all seemed to have the advantage, especially the Arabs, so I had to make sure that I was building an Advance that none of them were so that I could exchange it with them later.
Around 200 B.C., things changed. The Arabs, always the strongest in Science, and I started to pull ahead of the Scots, English, and Native Americans. The Arabs had switched to City State as soon as it could. I kept with Monarchy, as did the others, because I liked its higher production.
The frequent Barbarian attacks in this game have forced me to keep upgrading my military and to remain at a state of war. This has slowed me down, since in my previous two games (Medium and Hard levels, both with next-to-easiest Barbarians) I had downgraded the military to Peace as soon as I had built the Great Wall and had established Peace Treaties with all the AI civs.
Do the Barbarians ever stop appearing? I mean, is there a cut-off date, or do they continue to maraud until 2200 AD?
Unlike the AI civs, I have built a solid, fairly balanced infrastructure of TIs (food, commerce, and production) for every city. The inability of the AI civs to build production and commerce TIs well is glaringly evident, e.g., mines on all eight Plains tiles of a city but nothing on the hills or mountains of another city; not a single Trading Post anywhere. Food TIs they seem to do OK at: nets and farms.
I think that the game is set to allow the AIs to "cheat" at building Wonders. For example, I'll be halfway through building a Wonder when one of them will start building it, too, and then with about 10 or 10 turns left for me to complete the Wonder, the AI will announce that it has just about finished building it. If I have enough money to pay for its immediate completion, I'll get the Wonder; if not, they get it. I'm not complaining, mind you. It's just a factor that I hadn't noticed at the easier levels of my first two games.
It hurt a lot when the Arabs got Galileo's Telescope. Since then, they have had the lead in Science. They are currently (1800 AD) about five Advances ahead of me because about 50 turns ago I decided to slow down Science to 40% (we're both in a Democracy now) in order to be able to buy CIs and military units for the ten cities I had recently founded. Gad, it takes a lot of building to bring a city up to par, especially in a Democracy! At times, I'm tempted to return to Absolute Monarchy, whose higher production levels I really appreciate. In any case, am now going to shift Science back to 90% and see what happens.
So the Science situation stands as follows: Arabs, 5 ahead of me; my civ is about 5 ahead of the Scots (almost always in third place for Science); the Scots are about 10 Advances ahead of the English and the Native Americans, whose scientific progress is miserable (I keep helping them out when they ask for Advances). The Arabs and I are now (1800 AD) researching the second column of Modern Age Advances, e.g., Mass Production, Mass Transit, etc. The Scots are on the first column. The English and NAs are still working on Renaissance Advances.
The Arabs and my civ are on the same, immense continent; they control 3/4 of it, unfortunately -- mostly small, undeveloped cities spread out as widely as possible and next to Trade icons, if possible. Their Trade income must be stupendous. Mine is paltry, deriving from only four sources, my own cities -- to avoid piracy and embargo and the high production cost of building enough caravans to start routes with the AI cities. I have 19 cities; the Arabs, 24. Mine vary in pop size from 8 to 24; the Arabs', from 1 to 13.
I think that I will be able to build the Gaia Controller first, however, since I'm hoping that my civ's superior infrastructure (almost every tile of every city is developed) and the eventual founding and fast development (I love those mega sea mines!) of ocean cities will turn the tide in the end game.
But, at this point, lemme tell ya, the Arabs are sure giving me a run for the money!
Last edited by StarGazer on 29-07-2001 at 23:09
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:14
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Heh.
I just finished my first CTP2 game (started lots of times, but MedMod kept it going this time). Medium with four races. Anyway, as expected, I eventually got a huge lead over the others. Since I wanted to start a tougher game soon, I decided to go for the diplomatic victory. The problem there was with the Phonicians and the Turks, who were in a 1000 year shooting war, exchanging cities back and forth. I had peace treaties with both, but once I got an alience, that races would demand that I attack the other and I wouldn't and that was that. Finally, I got attacked by the phonicians in the same round that the turks agreed to an alience. And that was it for the phonicians. I had a hundred year jump on them, and using bombers to soften cities up really helps.
Also learned that you can destroy cities pretty quick - just put enough entertainers to keep them from rioting, and everything else goes into labor points. Build settler units and when they come available, disband them to help move the next one into completion. Besides that and the starvation, eventually the city fades away. Make sure you sell stuff off as you go.
The real problem was the Dutch, who sprang into the game from a rioting Phonician city. I had aliences with everyone but them, but they would not budge beyond a peace treaty. I even offered them 40,000gp! I worked on them until it was 2am, but nothing. Discusted, I went to bed.
When I woke up, I realized the 'out'. You only need to make aliences with everyone on the planet. Everyone living, you know? So I got my carriers and rangers into position, and right before I launced, I tried once more - instead of kind, I was angry. They refused. Then I told them it was war, and they blinked and said "wait just a minute... uh, you got a pen?"
Started my next game - Hard with 10 races. Gotta admit I'm really enjoying this!
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Dale
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Sir! Why do you keep clicking on me?
Dec 2000 time: 15:14
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Deleted.
Last edited by Dale on 30-07-2001 at 09:56
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StarGazer
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San Francisco
Jun 2001 time: 21:14
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quote: Originally posted by StarGazer
Am playing third game. Impossible, 5 civs, huge map, Marauder Barbarians, MM2 6/18 update, regular (not large civs) game.
Peace treaties with the AI civs since the Ancient Age. Goal is Science Victory. |
UPDATE to previous post about 3rd game (see above).
Now at Turn 505 (1925 AD). Just entered Information Age.
The Arabs and Native Americans are still at war with each other. So are the English and the Scots. Means very little, though, since they seldom fight (too large a map for much fighting, I've discovered).
SCIENCE Ranking:
1. Arabs and my civ (Americans) are tied -- both researching Automatic Rifles and other 1st-column Information Age Advances.
2. Scots: 9 Advances behind us. Researching 3rd-column Modern Age Advances.
3. English: 24 Advances behind us. Researching 1st-column Modern Age Advances.
4. Native Americans 29 Advances behind us. Researching 1st-column Modern Age Advances.
It takes both the Arabs and me about 16 turns to research a 1st-column Information Age Advance. My Science is set at 90%.
The Scots, English, and NAs should be further behind in Science. They aren't, because about every 10th Turn, one of them will ask me for an Advance, which I will give them (since they are so far behind) in exchange for map info.
Arabs have surpassed their city limit under Democracy: 31 cities.
My civ has 21 cities under Democracy. Since most of the land area has already been colonized by the AI civs, who spread out like wildfire as soon as they could, and since building up a new city under a Democracy quickly requires a tremendous outlay of cash and Public Works points, I am currently biding my time, waiting until I can build ocean cities.
ECONOMICALLY, my civ is now way ahead. I started pulling ahead of the Arabs in 1907 AD. Arabs, 2nd (now at about 50% -- halfway point -- on Economics Ranking Chart). Scots, 3rd (40%). English and NAs, tied for 4th (25%).
MILITARILY, Arabs are in 1st place, evidently because of having 31 cities (automatic militia). The other AI civs and I are tied at about the 40% mark on the Military Ranking graph. I have at least two military units in each city, one of them a Rifleman, the other usually a Musketeer. Am still at War status, since I still don't know whether the Barbarians ever stop appearing on the scene. I haven't seen any since the Middle Ages, however.
That's the progress report. Will keep you posted.
Last edited by StarGazer on 30-07-2001 at 21:51
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StarGazer
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San Francisco
Jun 2001 time: 21:14
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WES --
Since I'm still new to the game, I'm starting to get a bit confused by discrepancies I've found between the way the 7/18 game is "behaving" and the Excel charts. When I downloaded Part 5: TEXTS July 18th Update, I thought that the Excel charts would indicate the changes in the .TXT files, but that doesn't seem to be the case. I rely on the Excel charts (which I've printed out) to guide me through the game.
I've discovered that you need to reverse the Fusion Plant and the Nanite Factory so that the Fusion Plant comes after the Nanite Factory. Your Excel Advances chart states the situation correctly, but the Excel City Improvements chart (under Production) and, in some respects, the .TXT files are wrong. I had to make the changes by typing them in so that I could finish my current game correctly. I hope I did it right. I typed them into both the BUILDINGS.TXT and the MM2_BUILDINGS.TXT files.
Also, in my 7/18 update game (I used ModSwapper before starting), even though I'm now researching Advances in the final column of the Information Age, the Drug Store improvement never appeared. I didn't know how to make this change, so I just left it. I don't even know what the Drug Store improvement does. The Advances and City Improvement Excel charts make no mention of Drug Store (under Pharmaceuticals).
THANKS!
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:14
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Well, had an interesting bit 'o game today. Was marching (around 1500bc) on the Americans (thats always wierd in the early game). Anyway, had about six units in the main army, spearmen, swordsmen, and archers. Since we were crossing a huge plains area, I had 2 chariot units rolling about on the flanks.
The advance on boston ( ) went well. Crushed a smaller army of spearmen and chariots - just the sort of ancient battle I enjoyed. Anyway, got outside the town of boston and guess what - the phalanx units in town suddenly marched out and engaged us (and kicked our Aztec butts!). I watched the destruction of my main army column with a mixture of pleasure (that the game was fighting back) and anoyance (I'd brought them so far, just to have them die emass in the open prairie).
I figured that I would build up another army. Meanwhile, the chariots would do my favorite trick - roll through the heartland and pillage. That would slow them down for my next invasion. Well, the next turn, a phalanx unit marched out and speared one chariot. The second had a little room - he fell back but rapidly ran out of running room against the sea. Cornered by phalaxes, he turned and charged. And the fog of war flowed back in the hide the destruction.
Wonderful work on the MedMod. Its been some time since I was outmanovered in the field by the AI. In face, I ended up signing a cease fire with the Americans and turning my attention on the Mexicans (being Aztecs, I find this a little "Back to the Futureish").
Whats really fun - I took one of the two polinisian cities on my boarder. The other one I signed an accord with, rather than sqaushing him. Turns out it was a good move - we've been trading science and maps ever since.
Its great to see the game fight back and the diplomacy work. Thanks again to Wes and his team!
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Ta'bas
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Help??
I added additional units to the MedPack 2 when I start a new game the units do not show up in the city manager queue. What am I doing wrong? I only edited the newsprites.txt, unit.txt, unitcon.txt, gl_str, Glibrary.txt, and unitbuildlist. Is there something else I need to edit? As of now the units are only accessible in the editor queue(cheat tool). And when I reload the slice from the editor queue the unit will only appear in the city manager queue for one turn.
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