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hannibcannib
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The Center of California
Jan 2002 time: 21:17
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that is funny Ghandi always kicks my ass!
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MGamer07
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In one of my German games, he was only a bit aggressive towards me, although he conquered half of Egypt. In the game as the Greeks (My first Civ3 game), he brought up a huge force of elephants and started kicking my hoplite's a$$es. I was badly defeated (I spent half my time figuring out that there was a diff between workers and settlers, hehe), and I gave up the rest of my empire to the current dominating counrty, Egypt, and resigned.
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Hermann the Lombard
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Hoboken, NJ, USA
Jun 1999 time: 00:17
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In my current Monarch game (mentioned ad nauseum elsewhere), Ghandi attacked me opportunistically while I was fighting off a Persian invasion. [Perhaps he took exception to my fighting off the first wave in *his* territory.] I took about three of his cities, and he sued for peace. Soon after, I offered him a military alliance against Persia, and since then we've gotten along famously for 500 years, fighting the Persians all the way. He always expresses gratitude about my help against the Persians, and gee, after 500 years he's only "annoyed" with me.
I kinda assume that "there shall come a reckoning" between us, since he's a useful junior partner who may come to resent that role.
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Shaka II
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I agree with Arrian in that the Romans as played by the AI always seem to be weak.
Also, the starting location (Aeson) has so much effect, perhaps even more than specific civ traits. For example, in one game, where Ghandi had easily the largest civ, he started on a separate, large continent, while I had to share one about the same size with 3 other civs.
In present game, Ghandi is not doing so well. He shares my continent and he took most of Old Abe's land, while I took the rest. Lately, I have discovered tanks, (while he still has calvary), I have Hoover and Iron Works and have built a large army to remove him from my continent. This should allow me to reach parity with the larger civs.
My greatest good fortune occurred when the Indians attacked me (after I declared war), causing my MPP partner the Egyptians to declare war on them. The Indians apparently attacked the Egyptians, causing their MPP partner the Aztecs to declare war on them. This was especially good, since the Aztecs (large civ) had just signed an MPP with the Indians a few turns before, and I was a little nervous about going to war with them.
So, the closed MPP ring had a domino effect. Just have to be careful which way the dominos start to fall!
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Dry
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Brussels
Sep 2000 time: 06:17
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In my games (Monarch level), the powerfull AI civs are always industrials or the expansinists (US, Persia, France, China, Egypt, Russia, GB, Zulus,...).
The weaks : Japan, Rome, Germany
In my last game, I changed some csa. As an example, I made America commercial-religious and for the first time I had a weak american...
Coincidence?
If I had to make a CSA rating for AI civs - at monarch level - it would be something like
- Industrious
- Expansionist
- Scientific
- Commercial
- Military
- Religious
note: Some combinations may be more powerfull than what it seems (religious-science more powerfull than military-science)
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:17
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I can not attest to what traits are best used by the AI, but humans will not rank religion at the bottom and in fact most put it at the top. Unless you are on a Huge map and maybe a Large map, I do not see any value in Expansion. The early scout is very minor and is of no use after the begining. As to huts, I played as expansion and had barbs and empty and the like. I have gotten settlers as non Exp civ, so whats the big deal. Down the road, you will be suffering when you want to change govs. How much loss production is that? At higher levels, you can really use those cheap temples.
IMO
Religion (pays over and over)
Ind / Sci (long lasting)
who cares (comm/mil)
Exp (no real use at all) and short lived
Ok, I will not argue with putting Mil at the bottom with Exp. Mil give cheap barracks (so what, early you do not make them and late....) improved odds for leader (I get the same amount roughly either way). Better chance for promotion (going to get the promo anyway).
In many games, I have found huts near cities of the AI with warriors, so again, why do I need scouts? The more I think about, the less I even agree with its value on huge maps. This is because you will have large tracts of empty lands and can use warriors to find the huts at your leisure. Beating the AI to one hut is not going to make or break the game.
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Aeson
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orangesoda
Nov 2001 time: 22:17
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quote: Exp (no real use at all) and short lived |
Obviously Exansionist is more important the larger the landmass you start on. I would go as far as to say it is more important than any other 2 traits combined on a Huge Pangaea game. I almost always get every Tech in the Ancient Era for free when playing on those settings. It still has its uses on standard maps, anything smaller and it just isn't worth it. The AI does make good use of the Expansionist trait on larger maps itself. The non-Expansionist Civs don't seem to even try to open huts until later in the game. The Expansionist Civs usually tend to be the most advanced in the Ancient Era because of this.
Expansionist Civs seem to get better results from goodie huts, not just a lack of barbarians. I regularly get 1 settler from a hut on Deity, and 3+ on Regent. With a non-Expansionist Civ, I rarely get any. The early boost in expansion from the extra cities is huge, and taken advantage of properly can almost double a Civ's power throughout the game.
Scouts also make great *Scouts* as they can be in AI territory for a long time without having to be removed. This alone makes them very valuable as they can track AI unit movements and see the weak points in the defense before a war is started. If you don't mind using underhanded tactics against the AI, Scouts can be used to sit on resources in AI territory, not allowing them to build roads there. This is one area where Scouts really shine on smaller maps, as it is very easy to keep the AI without Iron and/or Horses almost indefinitely. With Scouts your map will be more valuable, and instead of paying the AI for their maps, you get paid in return. A good map is worth a tech or two per AI Civ when traded, plus a constant stream of 1-20 gold per AI per turn until the map is completed. During wartime, Scouts that you have on hand can be used as diversions, leading stacks of AI troops around in circles.
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Aeson
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orangesoda
Nov 2001 time: 22:17
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On my last Huge/Pangaea/Deity/8 Civ game, I was 3 techs into the Middle ages before the first AI Civ made it out of the Ancient Era. I had 30+ scouts running around exploring, and my map later bought me all the Middle Ages techs that I didn't research first, as I beelined straight for Military Tradition. Combined with using Scouts to deny all the Iron and most of the Horses and Saltpeter on the map, it led to a laughably easy conquest. All of the Scouts I produced were just byproducts of an extended expansion period, using up production while I waited for population growth to support a new settler. Expansionist certainly has it's useful situations. Remember, every hut you pop is one more that the AI won't get.
Religious is probably the most widely important trait, but there are some cases where it is of no use as well. For a pure pop-rush and raze conquest, there is no need for temples or switching governments. Most other situations Religious is good to have though. I think commercial is the least important trait, as it really doesn't have a "best" scenario. For builders Scientific or Industrious are more useful as an addition to Religious. For warmongers, Military is more important. The Military/Expansionist combination is my favorite, mostly because Impies are so much fun to terrorize the AI with. 
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