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debeest
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Anybody noticed this one? Once I figured out the "super-stack" trick (only a fighter can attack a stack with a bomber in it, AND the fighter will have to attack the strongest defender in the stack rather than the bomber), I started trying it with battleships so that enemy submarines and battleships couldn't get me. What happened? A cloud of enemy cruise missiles!!! Sometimes one in each of the eight adjacent squares!
Apparently the AI, as always, leaps on the opportunity to cruise-missile the battleship -- but they can't attack the bomber stack, and they don't go home, they just hang there right next to the ship. So on my turn, my ship or, better yet, a single fighter, can take them all out, one by one. What a great way to tease the AIs into wasting their production.
Ming, this should probably get added to the list of cheats.
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Mao
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Apolyton
Jun 1999 time: 00:12
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Yeah, you can't make the AI waste production it doesn't make.
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I like my way. I don't build battleships or carriers (after cruise missles are built by ai)- trust me you don't need them against the puny ai. And they never use them on any other naval vessel or unit. Usually my armour will pound them easily when they are taking all the ai's cities.
[This message has been edited by Black Bart (edited July 26, 2000).]
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I was going to say Ming!! I'm sure you would never use such a cheat. Something I"d like to see revamped is the air unit rules in civ3. But that's another thread...
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Mao
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Apolyton
Jun 1999 time: 00:12
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That's because your cheat actually IS a cheat
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debeest
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In the "AI cheats" thread, a couple of people have commented that the AI can build unlimited numbers of cruise missiles, and that they have unlimited range. It reminded me of this thread. My experience when I use this cheat is that after a couple of turns, the AI cruise missiles begin to be few and far between; i.e., they seem to run out of backstock. Moreover, when my spies visit enemy cities, those cities often have 0, 1, or 2 missiles in them, suggesting that (1) they don't just create them instantaneously at the point when they want to use them, and (2) they don't have an infinite supply. My belief, therefore, is that they actually do build the missiles naturally, and have a large supply because their production costs are only 60%/80% of ours and because they haven't a brain in their head to direct production choices. Does anybody have actual evidence for free missile production?
Incidentally, SandMonkey, what I originally meant in the first post was that this seemed like a HUMAN cheat that Ming should add to THAT list.
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SandMonkey
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The reason people assumed that the AI cheat built the units was because you would get slammed on the turn that you get the message saying "______ have discovered the secret of Rocketry" (or the equivelent). Since rush building a unit would give it to you the turn AFTER you discover something, the only logical explanation is that the AI cheat builds them on that turn, and lots of em.
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debeest
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I agree with Sten on this: the AI doesn't get to cheat-build unlimited amounts of missiles. The cheat is the one already deescribed, where the AI gets to change build orders in the turn where it gets the new tech.
War4ever, as I imagine you've noticed, the AI will NEVER send nuclear missiles against a city with SDI in it, and it will pound unprotected cities mercilessly. What I only figured out recently is, if a city is within the 3-square radius of protection of another city's SDI, the AI will pound it just as hard, using up all of its nukes without ever figuring it out.
Has anybody ever verified that missiles were coming from "impossible" distances rather than from unlocated cities or subs? Or are people just taking someone's casual word for that because they do SEEM to come out of nowhere?
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debeest
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If the army helmet fits, wear it.... (How can I put one of those little smiley faces here?)
Are you quite sure the AI will nuke a city that has an SDI actually within it? I'm pretty sure that with me, it has infallibly attacked the cities without SDI and ONLY those cities; the only time I've seen SDI protection is when the SDI itself is in a different nearby city.
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SandMonkey
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I have had the AI try and nuke one of my cities that had SDI, but it has only happened once or twice, they should know better.
And Sten, do you mean that the AI will change the build orders once they discover something so that they can build that unit on the turn that they discovered the tech for that unit? (I am sure that was worded HORRIBLY, but I hope you get my point). If so, that would alter a widely held belief (well, at least I believed in it) that the AI could cheat-build units at it's leisure.
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debeest
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Thanks, Git1. 
Yep, SandMonkey, that's exactly what it does. It learns a new tech, and in that same building turn it switches from building an outmoded unit to building a state-of-the-art modern unit, and finishes it that same turn. So you, you poor sap, get notified that it's learned flight, and then it immediately shoots down your bomber. Does it all the time. Hey, we would too, if we could -- best possible military tech. But if that's why a lot of people believe that the AI can build units for free or that it can allot its civilization-wide shield production to individual cities however it wants, I'm pretty sure they're wrong.
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debeest
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Personally, I think the production rules for the AI are largely the same as ours, except as already noted here and in the "AI cheats" thread: starting at 80% production cost at deity and dropping to 60% when the human is Supreme (90% at emperor, dropping to 70%), and being able to switch freely between types of production, and being able to build a new type of unit on the very turn when it learns the tech. Does anybody have any clear reason to think there are other production advantages for the AI?
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