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Gunter
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quote: Originally posted by tinyp3nis
Nah, the Ai just expands till there's no room left by default. |
Yes,this is true I know it
It's as the same true that AI knows resources prophetly,otherwise how could you explain the fact that so many players noticed that?
CIV3 anyway remain a pure piece of gold,we are only trying to exploit extravagance.
Boomer/Gunter
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:23
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Yes, the AI does, in a way, "know" about resources it cannot yet see via its technological progress.
The way to test this is, during a peace negotiation where you have stomped the enemy, start asking for various cities. You may find, for instance, that they will happily give away one city, but refuse to part with another - even if they are both size1 outposts that appear worthless. The one they won't part with has oil or something, guaranteed.
They way it probably works is that each terrain tile is given a certain value. Luxuries and strategic resouces greatly boost the value of a tile. Accordingly, cities with resouces of any kind are valued highly by the AI. So the AI won't give up cities with "hidden" resources because the terrain value formula or whatever mechanism is at work tells it not to.
But, in my experience, it does not appear to beeline to build such cities - the "knowledge" appears to manifest itself after they are built. They get the cities in the first place just because they are programmed to expand like crazy.
Those tundra and desert cities get settled because you decided "it's crap, why build there?" and the AI therefore was able to plop down cities there. They often build cities in the tundra/jungle/etc. that turn out to be useless.
-Arrian
-Arrian
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Redstar
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ya i kinda thought it might have. Well, now i'm exhausted.
Thanks for your replies.
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Catt
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California - SF Bay Area
May 2002 time: 21:23
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It is acknowledged by Firaxis that the one AI "cheat" is that the AI "knows" the whole map, but it is unclear exactly what "knowing" the map means.
I hate to throw a small wrinkle into the discussion, but I'm not entirely convinced that the AI knows which resource will appear where, nor am I convinced that it places a tremendously high value on "known" future resources. In other words, I believe that the AI knows that a particular tile is very valuable, but doesn't know that it is valuable because of an iron, coal, or uranium resource will some day appear.
My theory is that the AI assigns a value to each tile on the map, and seeks out high value tiles. Resources (even as yet unknown resources) constitute one of the factors in tile value, but not the end-all be-all.
I came to this tentative conclusion after reading about an editor test originally done by TheNiceOne at CFC, which I reproduced with variations on my own. Here's how I conducted the test: I built a map consisting of two islands - one small for me and one nearby and somewhat larger for the AI. The AI's island was all grassland and was covered in RR for ease of movement. I started the AI in the center of its larger island with 2 settlers. The AI built a city in the center location, but then had to choose where next to place its second city. At each corner of AI island, I included a fish and a whale, so that the AI would be drawn to the corners. At this point, all corners were "equal" with the same proportion of shielded grassland and fish/whales and so all represented equally attractive city sites. Now, for each quick test, I placed a future resource like iron, coal, rubber, uranium, etc. at different corners. I also modified corners so that the corner with iron might not have a whale or might have no shielded grassland, etc. I don't recall the full and exact results of the testing, but the principal noteworthy (to me) results included: (1) sometimes better terrain and bonus resources (fish/whales) trumped any strategic resource every time (i.e., as an example, perhaps shielded grassland w/o iron was viewed more favorably than plain grassland with iron in the city radius); (2) the AI either didn't know which resource would later appear, or valued the reource in an odd fashion -- i.e., one would think iron, a critcal resource available very early in the game, would be more valuable than uranium or aluminum -- both important but not available for thousands of years (assuming survival ).
So, in the end, I concluded for myself that the AI knows which tiles are valuabel, but either doesn;t understand why they are valuable or doesn't value them as a human player might with the same foreknowledge.
Catt 
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Firebird
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That was an interesting experiment, Catt. I'll try that my self.
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