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solo
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Lowell, MA USA
Jan 2001 time: 05:17
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It might be useful to have a thread devoted to AI cheats that are discovered by players, along with strategies developed to counter unfair AI play.
I will kick it off with a good example from my latest game, in which I discovered a subtle way that the AI cheats in order to deprive the human player of available strategic resources.
I was playing an OCC game on a tiny map, where strategic resources are scarce, so when I discovered Rocketry first, it was important to see where the aluminum was. I had none within my borders, which was likely, and no surprise. There were 3 AI: the Romans who had 1 aluminum, the Egyptians who had 2, and the Americans who had none (actually they had an inaccessible source on a tiny islet they controlled).
It would seem that the Egyptians had an extra aluminum I could trade for, so I checked with my Trade Advisor using F2, and sure enough, aluminum appeared as a tradable item. So I opened the diplomatic window with the Egyptians to trade for their extra aluminum, and was surprised to see that they no longer had an extra copy. So I exited and checked the trade advisor again with F2, and the aluminum that had been there a moment ago was gone. Mind you, this extra aluminum disappeared during MY turn, and after doing some investigation, I discovered that it had been traded to the Americans the moment I decided to contact the Egyptians.
I’ve attached a save of the game for those who would like to see and verify this AI cheat for themselves. Load it and try the following:
1. Check the Trade Advisor with F2. Also use espionage to investigate the Egyptian and American capitols. Doing this will verify that the Egyptians have an extra aluminum and that the Americans have none.
2. Now open a diplomatic session with either the Egyptians or the Americans. Both will display aluminum(0) under Resources.
3. Repeat step 1 above to verify that the AI have made this cheating trade during the human player’s turn.
There is a way to counter this devious AI cheat. The attached save was made the turn after I had traded the Rocketry tech to each of the AI, so what I did in my actual game was reload the previous turn, to restore the situation as it was before these trades. This time, I traded Rocketry to the Egyptians and Romans, but held it back from the Americans, who lacked aluminum. On the following turn, Egypt showed an extra aluminum, and this time I was able to trade for it in the normal manner. Once I had aluminum it was safe to sell the Rocketry tech to the Americans, but I still had to be very careful for the rest of the game to renegotiate with the Egyptians every 20 turns to renew my supply of this vital commodity.
Anyone else have examples of AI cheats or suspected cheats that they would like to share?
Attachment: ai_cheat.zip
This has been downloaded 264 time(s).
Last edited by solo on 18-01-2002 at 22:17
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Darth Sidious
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You always have to be carefull in what you give to who.
When you trade techs, and you are planning to trade them to multiple AI's, you have to trade it to the one that has most tech first, so that other dont have anything to offer him for it. Otherwise they will trade it on to others before you have a chance to speak to another civ.
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solo
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Lowell, MA USA
Jan 2001 time: 05:17
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Arrian,
Could be you are right about autosave, which was on during that game. Without it on, I could not have reloaded the previous turn in order to alter the tech trades. It might have been that the original problem was caused by reloading and playing from an autosave earlier on during that game session, as I will reload from an autosave to correct dumb mistakes such as letting a city fall into revolt when this could have been easily prevented. I will try the next few games with autosave turned off and will purposely give the AI cheat described above chances to repeat itself.
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Darth Sidious
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When you investigate a city you can see right?
Also, you don't have to be in doubt about their government, you can see it as well when you open the embasy and look at his capital.
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dadacp
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D-55129 Mainz, Germany
Apr 2001 time: 05:17
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I tried the WLT*D under monarchy, and didn't get the rep/dem terade bonus. Maybe it's something that only the AI gets.
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solo
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Lowell, MA USA
Jan 2001 time: 05:17
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To test the effect of autosave, I loaded a named save (at 1260 AD) I had made in the game featured in the first post. Then I turned off the autosave option, and replayed the game until the turn right after my discovery of Rocketry. At this time no_auto.sav was created and is attached here. Anyone can load it and follow the steps below, which should verify that the AI trade during the player's turn occurs, even when autosave is disabled:
1) Trade Rocketry to the Egyptians
2) Go to the next turn, 1315 AD, and check with F2, to see if aluminum is available for trade. It is.
3) Now trade Rocketry to the Americans. Right after the trade, you can verify that aluminum was traded from Egypt to America, during the player's turn.
Now reload the save and repeat steps 1) and 2) above, but before trading Rocketry to the Americans, trade for the Egyptian's extra aluminum. If you play in this sequence there is no need to reload the game from any save, let alone an autosave, in order to avoid the AI cheat.
Those who classify reloads from autosaves as cheats are entitled to their opinion, but what about games that are just continued from autosaves or games that are resumed from an autosave after a power failure or a situation where the game hangs up? There is no way to justify the introduction of AI cheats into a game for reloads such as these, which anyone would consider legitimate. If the game's designers want a way to trap or penalize habitual reloaders, there is a much simpler and better way to do it than by using autosaves.
Attachment: no_auto.zip
This has been downloaded 37 time(s).
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Hurry
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Thanks solo. Great post! This means you will have to be even more careful what you trade and with whom.
Now, if Firaxis thinks this is a feature, not a bug, I would really really like to have a few more screens (advisors) telling more about the AI civs. What they are trading, with whom, when the trade deals end, what kind of government they are in, what techs they know and what they are researching. All this was in SMAC and much of it in Civ2, so why not have it in Civ3???
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solo
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Lowell, MA USA
Jan 2001 time: 05:17
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Hurry,
Thanks! I agree about extra information. It shouldn't be necessary to open diplomacy with an AI just in order to see what is what, and where things are. They know everything about the techs, resources and other details about the human player, and take advantage of this knowledge.
Marquis de Sodaq,
I bet you are right about the furs being traded out from under you! I'll think twice of risking a war because this happens, and try to have an alternative such as a harbor to maintain connections to trading partners. Also, I know now that when something becomes available that I'm even vaguely wanting to have or use, I'll trade for it immediately, just to give me a better chance of retaining it.
Dimension,
Penalties for repeated reloading can not be ruled out as a possibility. The handful of reloads throughout my game did not produce anything so unusual, but it could be that the game maintains a counter of the frequency or number of reloads, and if a certain threshold is reached, some nasty tricks are released. By the way, what was your setting for barbarians in that game? A lower setting than raging hordes gives a lot of credence to what you suggest.
solo
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gnomos
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quote: Originally posted by Dimension
I can't help but think that just maybe there's something built into Civ3 to do mean things when you reload too much...
Also, I noticed another little cheat the AI uses. If you gift them an undefended city, they immediately get a defender. |
This isn't a cheat, if a city defects to you, you get a defender automatically also.
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solo
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Lowell, MA USA
Jan 2001 time: 05:17
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Perhaps "cheat", a word with such negative connotations, was a poor choice for one to use to describe what the AI is doing, but when it happens it does seem unfair, as it is something the AI does which the human player can not. Maybe I should change the title of this thread to read "AI shenanigans" or something along those lines. I believe a better way to prevent tech whoring abuses would have been to reduce the payoffs for doing it, which seemed outlandish to begin with.
One question for gnomos. I am curious if you have verfied this by investigating a city before it defected to you? Isn't it possible that the defender was there to begin with, instead of being "manufactured" as part of the defection process? I simply have never checked this. Have you?
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:17
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quote: Originally posted by gnomos
This isn't a cheat, if a city defects to you, you get a defender automatically also. |
If an AI *gives* you a city, you automatically get a defender, and I gather that defender is the best available to YOU and not necessarily a unit the AI could have built. So this one is a two-way street rather than an AI advantage. In fact, this opens what is basically an exploit; see Aeson's "The Settler/Defender 'Factory'" thread.
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solo
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Lowell, MA USA
Jan 2001 time: 05:17
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Hermann,
Thanks for the tip, as I have just checked out Aeson's great thread. Mentioned there was the uncanny ability of the AI to found their cities in locations where special resources pop up later, which should be added to the list here, as many have noticed and/or suspected this is happening.
In one of my own games I had a small island to myself. Just three tiles of it were beyond by borders, one of them containing a horse resource. The AI made a beeline for this but ignored the other two. Just as an experiment, I replayed part of that game, and parked a warrior on that tile early on, but left the other two wide open. None of the AI bothered with those other two. Backtracking again a few times, whenever I left the horse tile open, it was snatched up quickly by one of the AI, instead of either of the resourceless tiles.
In another game, where I was on a small island, I had an iron resource on it away from my borders, and sure enough, that was the unclaimed portion of the island that the AI went after first with their settlers.
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:17
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<>
You're welcome! I'm in your debt for a lot of tips, esp. in Civ2 Strat. That "preview of coming attractions" idea is interesting. When the AI founds the city in apparently worthless terrain, I guess it's like seeing my cat watching "nonchalantly" from an unusual location. That's a sure sign that the cat expects something interesting to happen there...when I step on the proverbial roller-skate, for example.
-- Ed :P
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:17
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Solo, it ate my quote; that message was to you.
Marquis, I also got spearmen when I could have built pikemen, so maybe it is the best available to the defender. OTOH, none of those three cities was connected to iron, since I had that monopolized, so "swordsmen" were right out.
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