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  The AI plays bad? that's not a problem if we can favorise its developpement!

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Topic:   The AI plays bad? that's not a problem if we can favorise its developpement! Format for Better Printing
Bed23
Settler

Jan 2001
posted January 04, 2001 05:10   Click Here to See the Profile for Bed23Click Here to Email Bed23  send a private message to Bed23
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yes the AI is bad and even in impossible lvl, easy to destroy BUT ctp2 like other civs has starting rules like number of nations, barbarians, little or gigantic map...

SO
i propose to post here all the starting rules which will favorise the AI instead of the us!
I dont speak about cheating and give some cities, gold or 2000year at the beginning, i speak of the rules(% of land mass/goods/continent/cold/wet, number of civ, barbarian setting...)

with our experience of the game, our knowledge of the AI and our instinct i think we could have a great challenge in ctp2, the goal is to help/favorise the AI without cheating.

(I think the goal here is not to make us disappear after 5 or 10 turns but make a challenge all game long)

make your proposals

MrFun
Prince
United States, Iowa
Nov 2000
posted January 04, 2001 12:05   Click Here to See the Profile for MrFun   send a private message to MrFun Visit MrFun's Homepage!
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I have tweaked the Strategy_Default in the strategis.txt document. Here are the minor changes I made:

1) changed MaxSupportCostPercent from 50 to 30
2) changed TimeToFixRoads from 10 to 5
3) changed MinSettleDistance from 4 to 6
4) changed UnitSupportPercent from 0.15 to 0.20
5) changed the following Unit Percents:
OffensiveUnitsPercent from 0.20 to 0.40
RangedUnitsPercent from 0.40 to 0.20
6) changed the following Number of special units should be built: SettlerUnitsCount from 1 to 3
SeaTransportsUnitsCount from 1 to 3
7) changed the MaxWonderBuildTurns from 35 to 65
8) changed the following minimum number of units to keep in cities: DefensiveGarrisonCount from 1 to 3
RangedGarrisonCount from 1 to 2
9) changed MaxPiracyEvents from 3 to 6

I do not know if I will notice any changes with these minor modifications. I have yet to play a game with these modifications as well.

MrFun
Prince
United States, Iowa
Nov 2000
posted January 05, 2001 01:29   Click Here to See the Profile for MrFun   send a private message to MrFun Visit MrFun's Homepage!
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From someone else's idea and post, I now doubled all MaxEval and MaxExec numbers in the Strategies document as well. I have yet to see how this will affect the game and the AI.
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