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Zachriel
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U.S.A.
Dec 2001 time: 00:23
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quote: Originally posted by vmxa1
If the AI was not affected by fog of war, why would it want your map? |
There is a distinction between the "black areas" and the "gray areas, " where the black areas are unexplored, while the gray areas have been explored but have no friendly unit nearby -- the fog of war.
The AI have no gray areas, but do have black areas. Despite reports to the contrary, they do not know about terrain features until they have a map of the area. Once provided a map of a specific tile, they are almost omniscient about that tile, including the number of defending units in a city, and existence of resources even when they do not have the technology to utilize that resource.
Last edited by Zachriel on 24-11-2002 at 21:06
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:23
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quote: Originally posted by Zachriel
There is a distinction between the "black areas" and the "gray areas, " where the black areas are unexplored, while the gray areas have been explored but have no friendly unit nearby -- the fog of war.
The AI have no gray areas, but do have black areas. Despite reports to the contrary, they do not know about terrain features until they have a map of the area. Once provided a map of a specific tile, they are almost omniscient about that tile, including the number of defending units in a city, and existence of resources even when they do not have the technology to utilize that resource. |
Either you are correct or the strat is correct, guess which one I will go with. I mean they said it knows all of the tiles, that does not sound like black area to me.
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Zachriel
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U.S.A.
Dec 2001 time: 00:23
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quote: Originally posted by vmxa1
This is from my guide:
"There is one and only one, area where the AI actually has an ablility that you don't. From the the start of the game, the AI knows th entire world map. . . . They go on to say that trading maps to the AI is a freebie item that you can give away with little regret. |
Certainly the computer knows the map. According to your guide book (you are not interpreting it wrong), it states that the AI knows the entire map. Hey, I've certainly been wrong before, but I am not convinced by the evidence. It's pretty suspicious when a landrush starts as soon as you reveal your map. Perhaps it is selective memory.
Addendum: A little off-topic. I am still learning this game and though sometimes I may think I know what I'm doing, other times, I'm just glad I can find time to hang out at 'Poly. Thanks to everyone for their help and encouragement.
Last edited by Zachriel on 25-11-2002 at 04:51
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Demerzel
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the AI seems to trade techs to other AI at a far cheaper rate than it is prepared to trade techs with the human player. Whilst not a cheat it's a bit disheartening to be thrashing a neighbour who doesn't have contact with a superior AI ( because you wouldn't sell contact with it ), only to suddenly have that neighbour finally contact the tech-superior AI and suddenly surpass you by five or six techs. It didn't have any money either but somehow it got those techs when the AI wouldn't sell me those or wanted a thousand gp plus.
With regards to chess AI, the big supercomputers only beat grandmasters because they use a brute force min-max tree based solution. Basically they use their increasing computing power to get better, i.e. sledgehammer to crack a nut. There is no real finesse in a chess program, just running the numbers faster and faster to get a better solution for the next few moves.
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Pyrkaige
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AI warfare unit bonuses: At Monarch and above, the AI civs get extra offensive and defensive units when they start the game. These are the best units that the Civ could build at that time; usually these will be normal units (warrior, with archer or spearman if the civ knows the appropriate tech.) These can be unique units if those can be created at the start of a game by that civ.
AI non-military unit bonuses: The AI gets an extra settler at Deity level, and either one or two extra workers at the top two levels, respectively. (Note that if you look this up in the Civ3XEdit, the help file there helpfully has the actual unit type reversed.) In my view, the extra settler is one of the greatest bonuses the AI has at the Deity difficulty level. This gives the AI a huge jump at the start of the game, where a lot of games are decided.
AI unit support bonuses: This gives the AI civs the ability to have a lot of units without paying for them. At Deity level it's 16 free units to start and 4 extra for each city it has. A large percentage of the time the AI never even has upkeep costs at this level, even once it's a great sprawling Democracy.
AI government turns in anarchy: The AI gets no bonus for the lower three difficulty levels, and has to stay in anarchy just as long as a player would. At the higher difficulty levels it gets a nice bonus; at Deity level the max turns an AI civ stays in anarchy is 2, almost as good as being Religious.
AI cost factor: This determines the cost factor for AI growth, shields and research. The cost factor for players is always 10; the lowest difficulty levels give a bonus to the player, while the top three difficulty levels give a decided bonus to the AI.
AI to AI trade rate: The AI thinks it is getting "better deals" from other AI civs than it would from you, on every difficulty level. If you're playing a Regent game and one AI civ wants something from another AI civ that would normally cost 130, the first civ only has to be able to pay 100 to get it. In the words of the editor, "This rate directly affects the frequency and aggressiveness with which AI civs trade amongst themselves."
AI and player factors: These aren't factors where the AI can get a bonus, but they're on the same screen and deal with difficulty levels so I included them. It's all pretty basic stuff, although the last one is interesting, which determines how many cities you can make before you hit the higher corruption level. Higher difficulty levels lower this number, which is based on the optimal number of cities per world size which is also listed. In short, you have to make do with fewer cities on the higher difficulty levels unless you want to deal with more corruption. This is true for both the AI civs and for players; the number of cities that can be built before corruption kicks in is also raised (by 25% post-1.29, I believe) for civs which are Commercial.
The AI bonuses are quite strong at the higher difficulty levels, apart from the other ones mentioned elsewhere (knowing where all the units are, knowing where all current and future resources will be, etc.) The fun, of course, comes in beating it even with all these bonuses. Perhaps in the next rendition (or more likely by Civ X) we can play against an AI that is adaptive enough it won't need all these bonuses to beat humans. Until then...
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djafrot
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I seriously doubt that. There must be a cheat (like others have said) regarding how much tech they get compared to their size. I've been three times the size of my nearest rival, and only two or three steps ahead of him. Maybe this is because everyone and their dog is trading behind my back. #$#$!
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Coracle
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quote: Originally posted by WarpStorm
The computer plays fair up through Regent (actually Regent gets a minor cheat in that the computer can do an AI-AI trade at a loss). In fact, you get major advantages at cheiftain and warlord.
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At Regent.
I have seen AI galleys sailing merrily through the oceans, No, they did not have navigation or the Lighthouse.
I have seen AI galleys teleported magically to oceans their own maps say they should not have been able to get to as there is nothing but black between their location and the sea near their homeland.
I have seen invading AI settlers ignore my demands they leave, and then magically teleport themselves to the other side of my civ to set up towns on open tiles they should not even know exist.
I have routinely been blamed for stuff I never did destroying my reputation.
Civs I didn't meet for a thousand years still hated me for some minor thing I did (or even did not do) to another civ.
Civ cities, when a nearby city is razed, keep cranking out settler/soldier combos to try to settle there even during war - which is not only dumb it is a cheat; they never could produce that many settlers.
REX, Rapid Early Expansion, almost certainly includes freebie settlers; there is no way the AI civ could produce that much faster than I can.
The AI sees the entire map AND all my unit military locations ALL THE TIME, and adjusts accordingly.
AI civs work together against the human - why one civ will commit suicide and fight to the death just to weaken the human, resulting in a long tedious war.
Cultural Flipping will destroy the human's entire strategy when a key city suddenly flips to what has become a tiny, defeated civ across a sea. It has happened (search for the "It Finally Happened" thread by Alexman in the Strategy forum).
All these - and others - are in effect cheats at Regent level.
Of course, fans of Firaxis will just call them "quirks" or "concepts". Whatever they are, they stink.
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Zero-Tau
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Elsewhere
Aug 2002 time: 06:23
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quote: Originally posted by Coracle
I have seen AI galleys sailing merrily through the oceans, No, they did not have navigation or the Lighthouse.
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I have done this myself. Sometimes, you get lucky. Remember, there's only a chance of sinking, so there's no certainity.
quote:
I have seen invading AI settlers ignore my demands they leave, and then magically teleport themselves to the other side of my civ to set up towns on open tiles they should not even know exist.
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I have seen this myself. Annoying, but it's possible to deal with it. Build a lot of culture, and there's a good chance the town will flip to you.
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I have routinely been blamed for stuff I never did destroying my reputation.
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Yes. This happens, and it's very annoying. The thing is, whenever a deal is broken prematurely (before 20 turns have passed) it will be assumed to be the fault of the human player. This should be fixed.
quote:
Civ cities, when a nearby city is razed, keep cranking out settler/soldier combos to try to settle there even during war - which is not only dumb it is a cheat; they never could produce that many settlers.
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Have you done the math to be sure?
quote:
REX, Rapid Early Expansion, almost certainly includes freebie settlers; there is no way the AI civ could produce that much faster than I can.
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Playing at Regent, I find myself quite able to keep up with AI. There doesn't seem to be any cheating involved. On higher levels, though, the AI does get free settlers, workers, and military units.
Monarch: 2 defensive and 1 offensive unit.
Emperor: 4 defensive and 2 offensive units, and 1 worker.
Deity: 8 defensive and 4 offensive units, 2 workers, and 1 settler.
quote:
The AI sees the entire map AND all my unit military locations ALL THE TIME, and adjusts accordingly.
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Yes, but it's not very good at strategy. That's why the human can still win. If this was removed, the AI would be absolutely laughable.
quote:
AI civs work together against the human - why one civ will commit suicide and fight to the death just to weaken the human, resulting in a long tedious war.
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I have never seen this sort of thing. Got a save?
quote:
Cultural Flipping will destroy the human's entire strategy when a key city suddenly flips to what has become a tiny, defeated civ across a sea. It has happened (search for the "It Finally Happened" thread by Alexman in the Strategy forum).
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Yes, it has happened. And Alexman could have prevented it. The mistake was to guard a very large city with all foreigners with only two units. That was a very bad move, and putting more soldiers into the city could have prevented this entirely.
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