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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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A couple of questions:
Is there a way how to find the power rating of an AI civ? (I have MPE and want to help to speed up the research of an AI that works on a tech that I want.)
Is there a way how to find out my power rating before any contact?
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solo
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Lowell, MA USA
Jan 2001 time: 05:12
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When invoking the foreign advisor, your power rating along with your reputation is displayed. The left hand side of AI diplomacy screens give a clue to their power ratings. Count the number of weapons displayed there:
0 - pathetic
1 - weak
etc.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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Thank you.
quote: Is there a way how to find out my power rating before any contact?
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'before any contact' - I meant the beginning of the game when the F3 key answers 'we have not made any contact with another civ yet'.
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solo
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Lowell, MA USA
Jan 2001 time: 05:12
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Yes, retiring would be a cheat, but sometimes the game will announce a comparison of some sort, i.e. richest, most powerful, etc., and these rankings are apt to be fairly close to the power ratings.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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quote: Originally posted by solo
Yes, retiring would be a cheat, but sometimes the game will announce a comparison of some sort, i.e. richest, most powerful, etc., and these rankings are apt to be fairly close to the power ratings. |
I think only the most powerful refers to the Power ranking...
Info: Statistic
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Elephant
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Phila PA
Aug 2002 time: 00:12
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quote: Originally posted by SlowThinker
A couple of questions:
Is there a way how to find the power rating of an AI civ? (I have MPE and want to help to speed up the research of an AI that works on a tech that I want.)
Is there a way how to find out my power rating before any contact? |
ST - you can improve the AI's speed of research by tech-gifting ITS KeyCiv (not your own) if you can figure it out. If you have MarcoPolo you are set. Visit the AI and note their PowerRating from the left hand panel. Then use the KeyCiv list to find their KeyCiv and tech-bomb them. This should drive the number of beakers they need down. You could also try gifting them Writing and University, although this is not guaranteed. What usually works wonders is gifting them Republic. Also seems to calm them down a bit too, even the Mongols. If you are allied you can move a Settler or Engineer to their territory and improve the terrain around their cities, but be warned that the AI loves food and so may change a Silk back to Wheat! In the first Early Landing game I was quite frustrated by the Mongols irrigating the Gems into grassland...
I do not know of any power ratings before first contact beyond guessing from the Demographics screen and interpreting the occasional "Pliny says..." pop-ups. Early first contact is crucial. Black-click if possible, and send a city's first Warrior out to explore while keeping the 2nd home for martial law. The average city should be able to pump out two Warriors before increasing to size 2. If you can have 4 cities in Despo before unrest you can have Warriors exploring in 4 directions. If huts are on, whenever you get a mercenary unit check whether it is supported by one of your cities. If not, there is an AI city nearby. Disband the Warrior and look around...
Last edited by Elephant on 26-03-2003 at 02:41
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solo
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Lowell, MA USA
Jan 2001 time: 05:12
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Right, when you contact an AI, their diplomacy screen appears, where the spears can be seen in the box on the left. Before choosing which AI to contact, the top of Foreign Advisor screen displays your own power rating and reputation.
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Elephant
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Phila PA
Aug 2002 time: 00:12
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...But not on First Contact...
ST- There is also a checkbox under Game-Graphic Options that says Diplomacy Screen. Could this be off?
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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I have MPE in my current game and so I am sure those numbers are not sizes of AI Capitals.
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solo
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Lowell, MA USA
Jan 2001 time: 05:12
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There is a link to it in Slow Thinker's Great Library, as well as to many other definitive threads authored by Samson.
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debeest
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It has never occurred to me before, but there is one possibility.
I think the recalculation of relative civ strengths (power)happens every four turns. If it happens during the period between turns, your key civ could change, which could change your tech requirements in either direction.
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rjmatsleepers
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Another possibility which I'm sure you realised, but didn't mention is that you increase your research costs by exchanging techs during the AI turns.
Can science in the turn be hit by a city going into disorder? I'm not sure on this one - you lose next turns production, but do you lose this turns research or next turns?
RJM at Sleeper's
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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quote: Originally posted by rjmatsleepers
Can science in the turn be hit by a city going into disorder? I'm not sure on this one - you lose next turns production, but do you lose this turns research or next turns? |
You lose no science, only shields and gold.
The details are in GL - Managing cities: the order
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Elephant
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Phila PA
Aug 2002 time: 00:12
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I've had both situations Debeest and RJM mention during many One City Challenges: change of KeyCiv between turns (changing an over-full beaker box to an under-full one), and increase in research costs due to tech exchange at AI request between turns (learned that lesson just once...). When you build a Wonder, the first one to fill the production box completely gets it. When you research a tech, the "you got it" calculation is done at the instant of the first city being processed at the beginning of the next turn, so any changes to beaker quantities required are made BEFORE the city processing starts.
I'm not positive about the disorder thing. Seems like I have had problems with disorder hurting a research completion, but I do not have a specific case to look back to, and it could have been another issue or a miscalculation. I will keep this as a "look out for" situation and post if I see it happen again.
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