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tanelorn
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of the deep blue sea
Jun 2001 time: 07:31
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Για να γουσταρει αληθινα μια γυναικα καμπινγκ πρεπει να'ναι αντικοινωνικη,*γ*μητη, μπιχλοφιλη,κερατουκλω, απελπισμενη, φτυσμενη & γενικως βλαμμενη.
A comment about the Zatarn love for the forests. No wonder they are grey and have horns, hey Peri?
Think about this too, by Cyrion in another thread:
"Unfortunately, not all unit slots can be barbarians. Oh, sure, it will create the unit - but it will vanish within a single turn. So, what units vanish and what ones stay around?
The units that stay around the longest are the modern units. Of those I tried, the longest lasting were: ironclads, cruisers, AEGIS cruisers, battleships, partisans, riflemen, paratroopers, armors, howitzers and cavalry. Other artillery-type units also lasted a long time. Earlier units tend to vanish more quickly (e.g., phalanx). If you produce a unit in one of the early ship slots, like caravels, they vanish within the turn -- not even lasting long enough to capture a city."
Last edited by tanelorn on 16-10-2003 at 03:52
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tanelorn
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of the deep blue sea
Jun 2001 time: 07:31
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1 A certain person I know fits the bill.
2 Compare the two new maps. City expansion is still minimal, in comparison but the Civs expand in open ground, and in the new map the Zatarn have just that. The rest are uniformly blocked by a) icelands (UNDEAD,CRUSADE) b)dense forests & mountains (HARPIES) or a combination.
It is not a unit stats issue, its a terrain stats issue.
The new map mostly even less AI friendly, because it has more continuous icelands and forests.
If you want to see for yourself, replace @ terrain with @terrain from the mainfile MGE rules.txt, without the worker tweak. I expect human civs to fare better, and the Harpies & Undead to get stuck, because they start in such hostile terrain.
Honestly, the previous map was better.
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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:31
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First of all, forgive me if that's what you were speaking about while disserting on the terrain values (but I guess you were meaning the values that appear in the rules.txt). If I'm mistaken, then stop reading as you all know much more about scen building than I do...
The food a square gives is not all that is important for the AI to found a city: there is an attribute for each terrain: "fertility". This can't be modified in the rules, only by hex-editing! This value determines whether the AI will found a city or not, I believe!
So you might keep the actual values you gave to the terrain and "just" modify the fertility value, and then the AI should be founding the cities!
As I don't know much about this subject, here is an extract of a discussion, as well as a link to the related thread! Mercator seems to know what there is to know about it, so ask him...
Remember the conversation, Palaiologos?? 
quote: No that's not right.... The rules.txt has nothing to do with it. The AI only builds cities on grassland/plains anyway so you'd only waste a terrain type.
I meant hexediting the savegame. In the savegame, each map tile has a "fertility" value, this number is what determines how desirable a tile is. If you change that to the maximum, the AI will (almost?) certainly build a city on it (regardless of the civ's attitude).
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http://apolyton.net/forums/showthre...light=fertility
And see Mercator's post in this thread too:
http://apolyton.net/forums/showthre...light=fertility
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