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=DrJambo=
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Athens of the North
Jan 2002 time: 05:18
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I'm in the modern era and upon scanning round many of the other similarly powered AI's cities i notice a worrying trend...
BAsically all of their big cities are starving and filled with entertainers... the AI obviously doesn't recognise the problems that drafting and sacrificing population to hurry production does to their cities.
In one AI city, size of 28, only 8 were working the land, approximately 7 were unhappy and the rest were entertainers.. their food shortage was 8 a turn!!
In 1.16f the unhappy citizen was the one sacrificed so the AI didn't suffer so badly, however, the AI hasn't been adjusted to compensate for the much tougher penalties associated with hurry production and drafting. With the 40 turn penalties for these actions the AI cities crumble to the ground in no time at all...
NO wonder my enemies, the Zulu, only have a collection of 10+ size 1 population cities in the modern era....
In 1.17f the AI is a member of the Crack Suicide squad 
Right now, to help this confused AI, i have the turn penalties severely reduced, however, to really solve this the AI needs to be tweaked to cope with the change in population sacrificing since 1.16f!
Regards

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radegast
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As I've commented elsewhere the AI is overzealous with its drafting/pop sacrifice in all versions.
I've approached size 14 or 15 metropolises which have been reduced to 2 or 3 by the time I attack. If I then capture the city it is all but useless as the unhapiness penalty is carried over to me. WTF, I didn't draft them, I didn't slave labour them, I LIBERATED them. And they are sooooooo unhappy.
Even new citizens, either by growth or import 'cannot forget the cruel opression' and they weren't even there!
So I can have captured cities with one pop (all the rest, if any, starved a long time ago) which must specialise. The city is useless. It produces a worker, disbands and a settler takes its place with a new, happy city. Even if it is totally corrupt, it can still produce me a worker every 10 turns or so.
What compounds this is that you cannot tell what the population of a citys' attitude will be before you capture it. You can guess, but you cannot tell, after all maybe the market plce will survive the war. If you could decide whether to raze after you've been inside the city screen for the first time it would be far better.
Well, 'k'em, I'll raze their beautiful city, turn them into slave workers and whatderyknow? They're happy!
Now I'm all for putting obstacles in my way to make beating the AI harder, indeed in CIV2 and SMAC I eventually wouldn't play without some self-imposed restrictions. And realism, well I ain't fussed about realism, after all its just a game. I'll accept that there is a small chance of a spearman beating a tank (0.06% I think) makes for good gaming.
But citizens who hate me because I liberate them and love me because I destroy their home town. Well, stretches the 'concious suspension of disbelief' a little bit.
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