Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

  Apolyton Civilization Site Forums-archives
  
  Stoopid AI prize revisited

Post New Topic  Post A ReplyPost A Reply In A New Window

profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   Stoopid AI prize revisited Format for Better Printing
East Street Trader
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted November 13, 2000 10:34   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader  send a private message to MarkG Visit East Street Trader's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I've picked up a goodie hut city on a nearby land mass but before I have had time to provide it with more than one defender the AI lands a single attacker who creams the defender. The ESTians don't go down tamely though so the attacking unit uses up all it's movement points and is sent very red in the face.

I look into the city; sell the temple my Republican minded citizens had built; note with regret that the next two shields would have made the horseman needed to have saved the outpost; and assure the citizenry that their time under the tyranny of the oppressor will be short.

But, blow me down, when my next turn comes the city still counts itself on the roster of the empire and is once again proudly flying the flag.

The new unit of horse which the AI has generously allowed to raise the city's banner now blows away the badly injured attacker.

Rather than moving into the empty city, the AI has had the inspired idea to rest its badly injured unit outside the empty city , carefully fortifying itself first as a needful precaution!

Now sending a task force comprising one solitary unit against defenders of unknown strength is standard A1 incompetence. But, having had the luck to win, to sit outside the gates afterwards instead of walking in unopposed takes the biscuit!!

Mercantile
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted November 13, 2000 12:55   Click Here to See the Profile for MercantileClick Here to Email Mercantile  send a private message to MarkG Visit Mercantile's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Maybe the ai wasnt ready for you enlightened gov't

That is weird though. You would think the ai would know that taking the city would restore the health of his troop. Yet another example of how inefficient the ai is

ColdWizard
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted November 13, 2000 12:58   Click Here to See the Profile for ColdWizardClick Here to Email ColdWizard  send a private message to MarkG Visit ColdWizard's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only

an ai at war with me always takes an undefended city, unless it used a ship to kill my defenders

My Wife Hates CIV
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted November 14, 2000 08:59   Click Here to See the Profile for My Wife Hates CIVClick Here to Email My Wife Hates CIV  send a private message to MarkG Visit My Wife Hates CIV's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Something I just noticed was even when allied with an AI civ I could transform all the land around the AI city without a warning from the AI.

I could transform the farmland into forest destroying the food supply. An easy way to wage war... make an alliance and starve them.

East Street Trader
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted November 14, 2000 11:32   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader  send a private message to MarkG Visit East Street Trader's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Cool notion, MWHC. A tad slow perhaps but maybe it's a sufficiently low and sneaky manoevre as to make that prolong the satisfaction.

Come to think of it, there are times I want to maintain an alliance but the pesky ally sneaks an irksome city into my midst. Using this would turn the place into a sort of Sleeping Beauty's palace - surrounded by impenetrable forest for a loooong time.

Doubt it would be a prince Charming that would wake it up though.

tonic
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted November 14, 2000 18:21   Click Here to See the Profile for tonicClick Here to Email tonic  send a private message to MarkG Visit tonic's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I've as is my custom now just tested your unusual scenario and have found that even when the attacking Barb unit is suffering the worst hit points eg 18 to 20 (completely blackened), it would still enter the undefended city.

quote:

Originally posted by My Wife Hates CIV on 11-14-2000 08:59 AM
Something I just noticed was even when allied with an AI civ I could transform all the land around the AI city without a warning from the AI.

My impression is that allied civs can freely occupy each other's city pattern (as it does not deprived the city of the resources from the occupied square). So I'd say there is no reason for the AI to sense anything amiss from the allied Settler's activity.

Scouse Gits
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted November 15, 2000 05:24   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!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
The other side of the coin -- in several OCC games I have had the indignity of allied Settlers/Engineers 'helping' me by thoughtfully clearing the forests I had ever so carefully built on my river squares - cunningly reducing my base shield count below the critical 32 and thoroughly scr*wing my game plan!!

------------------
____________
Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"
"A short cut has to be challenging,
were it not so it would be 'the way'."
- Paul Craven

East Street Trader
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted November 15, 2000 06:39   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader  send a private message to MarkG Visit East Street Trader's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Another candidate for the prize.

In my current game the A1 is getting plenty of the good wonders. One of the nearer civs, the Persians, decide to build Adam Smith's. Nothing stoopid in that, you say!

But to build it in a small isolated city (almost certainly from tipping a hut) miles from their capital and relatively close to a human opponent who has gone in (not as yet too successfully) for Lighthouse, Magellan's and a ship chain passing not far from the isolated city?

Just how long do you think it took the diplomatic corps to give the ESTian budget a boost?

tonic
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted November 20, 2000 17:56   Click Here to See the Profile for tonicClick Here to Email tonic  send a private message to MarkG Visit tonic's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Just a short observation in a recent OCC game when the AI city had a contiguous one-square ocean and the stupid AI built not only one caravel but two onto it!
East Street Trader
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted November 21, 2000 09:34   Click Here to See the Profile for East Street TraderClick Here to Email East Street Trader  send a private message to MarkG Visit East Street Trader's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I've seen a couple of cases where the AI city has built a number of ships and sailed them out into a small landlocked lake where they proceed to rot for centuries. Had the ships sailed back into port and then left the city via an alternative seaward exit the world would have become their oyster!

All this being said I must acknowledge doing worse against the A1 at sea than I do by land. Lack of terrain to exploit, I suppose.

Blaupanzer
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted November 21, 2000 15:38   Click Here to See the Profile for BlaupanzerClick Here to Email Blaupanzer  send a private message to MarkG Visit Blaupanzer's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Recently bought a coastal city with FIVE destroyers on a one square lake behind it. My alpine horde had sat next to them on two sides for two full turns and they never responded. [I envision it as the much neglected Celtic lake navy watching and cheering for their salvation -- moi, of course.] They came with the purchase and were a big help right away.
SilverDragon
Apolyton CS Co-Administrator
Macedonia, Greece
b.02-15-99
posted November 29, 2000 18:31   Click Here to See the Profile for SilverDragonClick Here to Email SilverDragon  send a private message to MarkG Visit SilverDragon's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by My Wife Hates CIV on 11-14-2000 08:59 AM
Something I just noticed was even when allied with an AI civ I could transform all the land around the AI city without a warning from the AI.

I could transform the farmland into forest destroying the food supply. An easy way to wage war... make an alliance and starve them.


LOL!
And you can also "help" them by building a rail network... leading from the coast to the capital...just before Robotics...

------------------
Go Redskins!

Email me at
SilverDragon141@aol.com

Apolyton Civilization Site Forums-archives
> > > Forum

next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic | Top
Post New Topic  Post A ReplyPost A Reply In A New Window
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

AltaVista Type or paste text or Web address (beginning with http://) here:
Powered
by Systran
Translate from: 

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | HAC | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps | Art of War | WesW's Ctp1/2 Site