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Soren Johnson Firaxis
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Hunt Valley, MD
May 2001 time: 00:17
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I just wanted to clarify a few issues.
First, pop rushing has not been eliminated. A few change, however, have been made. You can not sacrifice over half the population of you city anymore. Also, city unhappiness can "go negative," which means if your city has 1 citizen and 4 have been sacrificed recently, you will need 4 happiness points (from temples, luxuries, military units, whatever...) to keep that 1 citizen from being unhappy. In previous versions, just having a spearman in the city was enough to keep that 1 citizen content, even if you had sacrificed an infinite number of citizens.
Second, the AI will no longer trade techs during your turn.
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volcanohead
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On a volcano
Oct 2001 time: 06:17
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Hmm... Better and better. Terribly sorry for asking the following question in yet another thread, but I think it may be important. And it'd be great to hear from you Soren if you can answer this:
Have you upgraded the AI so that it is aware of the fact that culture flipping can be avoided by having more units present? Or is there a different rule for cities with no foreign nationals? I'm thinking about AI cities which border a civ with greater culture...
I think this could be significant because if the AI does pump up border city units to prevent flipping then we have a greater challenge, and if not then the wily human player will have all the advantages of culture and none of the disadvantages.
Thanks,
V
(edited for typos)
Last edited by volcanohead on 14-02-2002 at 23:02
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Pembleton
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Cyberspace
Apr 1999 time: 23:17
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Does this mean you can exploit the AI like you could before the first patch by trading for a tech and selling it to all other civs during your turn? I only played a few games after the first patch because I desperately wanted stacked movement, so forgive me if there was some other changes to compensate for this that I did not become fully aware of.
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Soren Johnson Firaxis
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Hunt Valley, MD
May 2001 time: 00:17
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quote: Originally posted by Pembleton
Does this mean you can exploit the AI like you could before the first patch by trading for a tech and selling it to all other civs during your turn? I only played a few games after the first patch because I desperately wanted stacked movement, so forgive me if there was some other changes to compensate for this that I did not become fully aware of. |
Well, I suppose so, but the AI is now _much_ more aggressive about trading techs with each other, on their own turn.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:17
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quote: Originally posted by Soren Johnson Firaxis
I just wanted to clarify a few issues.
First, pop rushing has not been eliminated. A few change, however, have been made. You can not sacrifice over half the population of you city anymore. Also, city unhappiness can "go negative," which means if your city has 1 citizen and 4 have been sacrificed recently, you will need 4 happiness points (from temples, luxuries, military units, whatever...) to keep that 1 citizen from being unhappy. In previous versions, just having a spearman in the city was enough to keep that 1 citizen content, even if you had sacrificed an infinite number of citizens.
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Excellent news. Thanks for the clarification. I was wondering how poprushing would work - as you describe it, the changes will have no effect on my strategy.
Thanks Soren.
-Arrian
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Libertarian
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I must agree. I'm impressed both by the patch and Firaxis' follow up.
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pauli
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herndon, va, usa
Jan 2000 time: 00:17
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quote:
Well, I suppose so, but the AI is now _much_ more aggressive about trading techs with each other, on their own turn. |
well, i guess that means meeting other civs first is now even more important, and trading communications away should be avoided... seems to benefit the explorer more than the trader now.
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Libertarian
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Soren, I think your work with the AI is outstanding. It is a brutally difficult specification with manifold levels of complexity that are orders of magnitude beyond chess. Well done.
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Soren Johnson Firaxis
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Hunt Valley, MD
May 2001 time: 00:17
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To further clarify:
the AI's will not trade anything during your turn (techs, maps, goods, etc...)
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