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Topic:   List of AI cheats for Apolyton GL Format for Better Printing
SCG
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted September 07, 2000 18:19   Click Here to See the Profile for SCGClick Here to Email SCG  send a private message to MarkG Visit SCG's Homepage!
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SilverDragon, I've never seen an democratic unit bribed in Civ II, version 1.07 or in version 2.42. It apparently has been widely reported though in the Multiplayer Gold versions prior to version 1.3. I'll assume that you have MPG and don't have the ver. 1.3 patch.

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April Cantor: Sire, in order to expand further we must first gain favor of the King

SCG: darn, I've never really got the hang of that tribute thing, guess it will be a long time until i make prince

*goes off and starts gifting gold and techs*

Scouse Gits
Apolyton CS Co-Administrator
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posted September 07, 2000 19:42   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits  send a private message to MarkG Visit Scouse Gits's Homepage!
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quote:

Originally posted by SilverDragon on 09-07-2000 03:58 PM
Fine. But I still say it is. But then again, I should listen to my publisher.
Do you know something I don't??

An addendum for the list:

  • The AI can break Zones of Control on occasion
I guess this is related to the "All AI units can exercise Diplomat functionality", but it is (for me) much, much rarer and much, much more annoying when it happens.
Keep them coming


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"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"

Dienstag
Apolyton CS Co-Administrator
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posted September 08, 2000 00:12   Click Here to See the Profile for DienstagClick Here to Email Dienstag  send a private message to MarkG Visit Dienstag's Homepage!
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Ignore this post if this is a dumb question:

Do AI spys/diplos ever fail in their mission?

I feel like I should know this but I can't remember...

debeest
Apolyton CS Co-Administrator
Macedonia, Greece
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posted September 08, 2000 00:57   Click Here to See the Profile for debeestClick Here to Email debeest  send a private message to MarkG Visit debeest's Homepage!
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Not a dumb question at all. Yes, they can fail in their missions. However, I don't think I've ever seen it happen without my having a diplo/spy in the city to "catch" the enemy. Seems like even diplomats never fail unless I take protective measures.
Scouse Gits
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posted September 08, 2000 05:52   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits  send a private message to MarkG Visit Scouse Gits's Homepage!
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My experience tallies with debeest - I have never seen the AI fail in its task if I have not had a Diplo or spy on duty (I don't recall ever building a Courthouse - but doesn't that have an effect as well???)
Very, very occasionally I have caught the offender and have been able to exploit the incident.

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Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"

SilverDragon
Apolyton CS Co-Administrator
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posted September 08, 2000 17:54   Click Here to See the Profile for SilverDragonClick Here to Email SilverDragon  send a private message to MarkG Visit SilverDragon's Homepage!
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quote:

<font size=1>Originally posted by Scouse Gits on 09-07-2000 07:42 PM</font>
Do you know something I don't??


Read the title of the thread. You're the GL Webmaster. Read this:
quote:

After we finish, we will send it to the Apolyton great library

Put 2 and 2 together.

[This message has been edited by SilverDragon (edited September 08, 2000).]
Ribannah
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posted September 08, 2000 20:35   Click Here to See the Profile for RibannahClick Here to Email Ribannah  send a private message to MarkG Visit Ribannah's Homepage!
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quote:

Originally posted by SCG on 09-07-2000 06:19 PM
I've never seen an democratic unit bribed in Civ II, version 1.07 or in version 2.42. It apparently has been widely reported though in the Multiplayer Gold versions prior to version 1.3. I'll assume that you have MPG and don't have the ver. 1.3 patch.

You may be right about that. It has happened to me in the UCC (=MGE) edition, can't remember about 2.42.

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If you have no feet, don't walk on fire

SilverDragon
Apolyton CS Co-Administrator
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posted September 09, 2000 14:36   Click Here to See the Profile for SilverDragonClick Here to Email SilverDragon  send a private message to MarkG Visit SilverDragon's Homepage!
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No, I have 2.42. I feel like I am trying to explain to people that I saw a unicorn or something.
Scouse Gits
Apolyton CS Co-Administrator
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posted September 09, 2000 20:13   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits  send a private message to MarkG Visit Scouse Gits's Homepage!
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Sorry SilverDragon - we had a similar situation recently with Barbarian Armour. This game certainly throws up some strange things and if you've seen this in v2.42 I'm certainly not calling you a liar or suggesting that maybe you have been abducted by aliens. I guess what I mean is that the general consensus as evidenced on these boards is that a properly patched 2.42 or MP 1.3 should not allow a Democratic unit to be bribed (we think).
As for being GL Webmaster - yes I have offered my (actually our) services, but the Powers That Be have yet to rule - the important thing is that we do have a GL - not who runs it.
This thread when distilled will be a useful addition to the GLoA.

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____________
Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"

AsSmAn
Apolyton CS Co-Administrator
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posted September 11, 2000 12:05   Click Here to See the Profile for AsSmAnClick Here to Email AsSmAn  send a private message to MarkG Visit AsSmAn's Homepage!
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The AI is far too stupid in his nutty head to survive whitout these "bugs".
debeest
Apolyton CS Co-Administrator
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posted September 22, 2000 00:20   Click Here to See the Profile for debeestClick Here to Email debeest  send a private message to MarkG Visit debeest's Homepage!
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Some clarifications:

The AI needs the same percentage of food for growth as it needs shields for building. 80% at the beginning of a deity game, 60% once you're supreme. 100% at the beginning of a king or lower game, 80% once you're supreme.

Yes, Sten, I've taken a desultory stab at verifying whether the AI gets free improvement maintenance, and based on a very limited examination, I think it does. Has anyone else checked this better?

What does it mean to say that the AI can revolt when it's not its turn?

And some doubts (because I've never seen these things):

Can the AI really go into financial deficit?

How would we know whether AI fighters and bombers can stay multiple turns outside cities? In my experience, they always go in and out of view, and I assume they're going back to cities, or to airbases, or something.

Similarly, how can we know if missiles have infinite range? How do we know they aren't coming from subs that are actually within range?

And hardest of all for me to believe, does the AI really spontaneously improve city radius squares without the assistance of any unit? Can anyone else confirm this?

SCG
Apolyton CS Co-Administrator
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posted September 22, 2000 08:38   Click Here to See the Profile for SCGClick Here to Email SCG  send a private message to MarkG Visit SCG's Homepage!
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quote:

Originally posted by debeest on 09-22-2000 12:20 AM
Some clarifications:
What does it mean to say that the AI can revolt when it's not its turn?

very common when the AI is in republic/democracy and at peace with you, but hostile in attitude. when you move one of your units next to one of its, very often it will revolt on the spot so that they can declare war with you during the negotiations.

internik
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posted October 09, 2000 18:29   Click Here to See the Profile for internikClick Here to Email internik  send a private message to MarkG Visit internik's Homepage!
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another suspected cheat (i'm sure i've read it somewhere before) is that AI civs can sell multiple city improvements within the same city in one turn while we mere human players can only sell one.

on top of that, they can do it when it isn't even their turn. i investigated an enemy city to find that it had built virtually every improvement available. Upon capturing the city (in the same turn), i found that NINE of the improvements were gone.

Granery, temple, marketplace, aqueduct, factory, hydroplant, sewer system, superhighways, and SAM were all gone.

Nuts!

Scouse Gits
Apolyton CS Co-Administrator
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posted October 09, 2000 19:01   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits  send a private message to MarkG Visit Scouse Gits's Homepage!
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Doesn't capturing a city always destroy half its improvements - or is this another urban myth???

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Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"

DaveV
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted October 10, 2000 07:41   Click Here to See the Profile for DaveVClick Here to Email DaveV  send a private message to MarkG Visit DaveV's Homepage!
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SG1 - as I understand it: temple, colosseum, and cathedral are guaranteed to be destroyed upon city capture. Each other improvement has a 50% chance of being destroyed. This may result in more or less than half of a city's improvements being destroyed, depending on how many lucky coin flips you have.
SCG
Apolyton CS Co-Administrator
Macedonia, Greece
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posted October 10, 2000 07:48   Click Here to See the Profile for SCGClick Here to Email SCG  send a private message to MarkG Visit SCG's Homepage!
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quote:

Originally posted by Scouse Gits on 10-09-2000 07:01 PM
Doesn't capturing a city always destroy half its improvements - or is this another urban myth???


IIRC, according to the manual (which is right at least part of the time ) capturing a city destroys all happy improvements, and each round of bombardment that succeeds can destroy an improvement as well. Not too sure about bombardment, since i don't usualy take cities that way, but I do know that inciting revolts destroys temples and cathedrals (not sure about colosseums). Also, if i have Mike's Chapel and the AI city has a cathedral, when i incite a revolt, the cathedral stays - presumably a bug.

Scouse Gits
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posted October 10, 2000 08:04   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits  send a private message to MarkG Visit Scouse Gits's Homepage!
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I think temples are always destroyed. However, I inherited a colosseum from a captured city whilst playing the Headstart Scenario in 5.3
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SG (2)
(edit spelling)
[This message has been edited by Scouse Gits (edited October 10, 2000).]
debeest
Apolyton CS Co-Administrator
Macedonia, Greece
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posted October 10, 2000 16:24   Click Here to See the Profile for debeestClick Here to Email debeest  send a private message to MarkG Visit debeest's Homepage!
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Although the manual is vague on the subject (IIRC, it essentially says "temples, cathedrals, and SOME of the other improvements may be destroyed when the city is captured"), I believe DaveV has it right, with one exception. Although the manual doesn't say so (shock!), I'm pretty sure that courthouses also are always destroyed.
The Mad Viking
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posted October 12, 2000 20:30   Click Here to See the Profile for The Mad VikingClick Here to Email The Mad Viking  send a private message to MarkG Visit The Mad Viking's Homepage!
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colloseums are never destroyed when a revolt is incited; they have the same chance of destruction through conquest as other improvements.

I have never bribed a city and kept the cathedral, and I always have had Mike's.

I've never known the AI to sell an improvement.

I just love the AI building the Lighthouse even though its triremes never sink!

SCG
Apolyton CS Co-Administrator
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posted October 13, 2000 08:51   Click Here to See the Profile for SCGClick Here to Email SCG  send a private message to MarkG Visit SCG's Homepage!
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quote:

Originally posted by The Mad Viking on 10-12-2000 08:30 PM
I have never bribed a city and kept the cathedral, and I always have had Mike's.

used to happen to me all the time when i played v1.07 regularly - haven't gotten into too many city bribing games with 2.42 yet, so i suppose it could be an undocumented fix? Getting that extra 160 gold was always a nice boost to the economy

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drake
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posted October 13, 2000 11:30   Click Here to See the Profile for drakeClick Here to Email drake  send a private message to MarkG Visit drake's Homepage!
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I've had an undefended city taken by an AI explorer. Bug? Don't know, but it didn't make my day.
DaveV
Apolyton CS Co-Administrator
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posted October 13, 2000 11:37   Click Here to See the Profile for DaveVClick Here to Email DaveV  send a private message to MarkG Visit DaveV's Homepage!
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drake - not a bug. You can take an open city with any unit, even those with 0 attack. You can also unload any unit directly from a ship into an undefended city (the barbs will do this if you give them a chance).
paiktis22
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posted November 11, 2000 19:44   Click Here to See the Profile for paiktis22Click Here to Email paiktis22  send a private message to MarkG Visit paiktis22's Homepage!
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OK, this propably goes to AI knows EVERYTHING but I post it just to indicate it.

The AI knows exactly where your nukes are and will hit these cities first.
It doesn't matter if you move your nukes around your cities the AI will know always where they are at (even if it has no «legitimate» way of knowing).

paiktis22
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OK, this propably goes to AI knows EVERYTHING but I post it just to indicate it.

The AI knows exactly where your nukes are and will hit these cities first with its nukes.
It doesn't matter if you move your nukes around your cities the AI will know always where they are at (even if it has no «legitimate» way of knowing).

debeest
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posted November 15, 2000 02:46   Click Here to See the Profile for debeestClick Here to Email debeest  send a private message to MarkG Visit debeest's Homepage!
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I don't think this has been mentioned yet: AI units can pillage you and then fortify themselves on the same turn. If YOU pillage, you're a sitting duck afterward. I think that's even true for units with >1 move.
Maelhavok
Apolyton CS Co-Administrator
Macedonia, Greece
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posted December 20, 2000 22:34   Click Here to See the Profile for MaelhavokClick Here to Email Maelhavok  send a private message to MarkG Visit Maelhavok's Homepage!
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Hello Civ2 fans,

I am not sure if this is technically a cheat, but on diety SP(not sure of others) the computer will trade tech with other AI civs, effectivly multiplying its research by the # of other civs. I think it is a cheat because I can not begin to trade with the fequency or quality or transactions that AI does.
I saw this thread and had a mental list of my own AI cheats, but I think you covered them all, save this one.

Happy gaming,
Merry holidays,

Maelhavok

Maelhavok
Apolyton CS Co-Administrator
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posted December 23, 2000 18:32   Click Here to See the Profile for MaelhavokClick Here to Email Maelhavok  send a private message to MarkG Visit Maelhavok's Homepage!
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...and another thing, the Ai apparently has no reputation issues. Ever been suprise attacked then watch how many alliances Ai makes with itself?
Maelhavok
Thoth
Apolyton CS Co-Administrator
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posted December 30, 2000 13:27   Click Here to See the Profile for ThothClick Here to Email Thoth  send a private message to MarkG Visit Thoth's Homepage!
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quote:

Originally posted by The Mad Viking on 10-12-2000 08:30 PM
colloseums are never destroyed when a revolt is incited; they have the same chance of destruction through conquest as other improvements.

I have never bribed a city and kept the cathedral, and I always have had Mike's.


Religeous improvements (temples and cathedrals) are always destroyed after conquering a city, likewise when you incite a normal revolt. They *do* survive if you "subvert" the city (this is only an option if you are at peace/ceasefire with the AI civ).

Courthouses are always destroyed by conquest/inciting revolts. I'm not sure if they survive a subvert or not. They increase the cost of inciting a revolt by 50% (according to the manual). I suspect that this figure is a little low. Buying cities with courthouses is *expensisve*.

debeest
Apolyton CS Co-Administrator
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posted January 03, 2001 00:07   Click Here to See the Profile for debeestClick Here to Email debeest  send a private message to MarkG Visit debeest's Homepage!
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Yes, I believe that's exactly right: temples, cathedrals, and courthouses are always destroyed; everything else has maybe a 50% chance of destruction.

Take a look at SlowThinker's dip/spy thread and my "bribing non-barb units" thread (near the end of it); I believe the city bribe cost question is definitively answered, including courthouse effect.

Is anyone going to compile this thread into a nice, organized summary like SlowThinker's dip/spy thread? It's great stuff, but it would be great to have a thread that consists only of the compiled knowledge, without all the discussion.

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