September 1, 2000, 17:43
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#1
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Guest
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List of AI cheats for Apolyton GL
We all know a few AI cheats, but we really should put them in one document, so you don't have to search the archives for them. After we finish, we will send it to the Apolyton great library.- The ai only needs 4/5 of the production that humans do.
- The ai cities take less food surplus to grow.
- The ai has infinite range on missiles.
- The ai bombers don't have to refuel.
- The ai can choose which techs it wants to steal, even with diplos.
- The AI can choose what improvement to sabatoge, even with diplos.
- The ai can steal multiple techs from the same city.
- Ai units have spy/diplo functions.
- The ai can build units on the same turn it discovers the tech for it.
- Ai democracies can't be overthrown by double civil disorders or sneak attacks on other nations.
- The ai does not have senate intervention.
- The ai knows the whole map.
- The ai can contact you when it isn't their turn.
- The ai treasuries are randomly created.
- The ai doesn't get unhappiness as much as humans.
If you have more, send 'em in.
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September 1, 2000, 18:19
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#2
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King
Local Time: 18:48
Local Date: October 30, 2010
Join Date: Jun 2000
Location: of less than all that I see
Posts: 1,055
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actually, the time it takes to research/build/grow is basically what defines the difference between the different difficulty levels (other than happiness), and therefore not really cheats. Well, unless you call chieftan-prince levels human cheats
On king level, the AI have the same base rates that humans do (first tech = 10 beakers, warrior = 10 shields, food bin has 10 rows). On lower levels, the AI is handicapped by taking longer to do things, and on higher levels, such as Diety, the AI needs less time.
As for Annoying AI traits - how about its ability to expel/insist removal of units within your city limits if it has a city overlapping in any way, while you are unable to do likewise.
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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*
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September 1, 2000, 19:23
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#3
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Emperor
Local Time: 23:48
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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We would argue with a few of the above - for instance your point 11 "The ai does not have senate intervention" in my (SG1) last OCC game (#16) I managed to keep the damn French under control by preventing them from enjoying the advantages of Democracy by the expedient of sending an envoy every time they changed to Demo - they immediately revolted to Commie in order to avoid the Senate intervention!
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The SGs in concert
The Great Library must be built!!
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September 1, 2000, 20:28
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#4
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Chieftain
Local Time: 23:48
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Chicago, (Plains), The Americans
Posts: 89
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In addition to infinite missile range, I'm pretty certain that those missiles can see evry unit you have that is over water. If you don't believe me, do some tests with a realm 3 unit.
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-Rale Hawkeye
-Rale Hawkeye
"Dammit, where is the 'shoot messenger' button?"
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September 1, 2000, 20:35
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#5
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Prince
Local Time: 15:48
Local Date: October 30, 2010
Join Date: May 2000
Posts: 717
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* AI triremes never sink.
* The AI always knows which cities have SDI.
* The AI always knows exactly which techs you have, and can contact you about trading without having an embassy.
* The AI apparently doesn't pay upkeep on improvements.
* Some people say the AI can allot its shield production to whichever cities it wants (I'd like to know if there's some way to know whether that's really true).
Don't forget, humans have at least one cheat; we get notified when AI is about to build a Wonder.
A lot of people seem to believe that the AI consistently needs only 80% of the shields and food that the human needs, but at deity level I've seen it needing 60%, 70%, 80%, or 100%, and it's very clear that it changes according to how far ahead you are. I haven't spied on any cities during OCC games, but I would expect that most of the time the AI would think it was well ahead of you and would therefore need 100% production and food. Anybody checked on this?
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September 1, 2000, 21:08
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#6
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Queen
Local Time: 00:48
Local Date: October 31, 2010
Join Date: Aug 2000
Location: The Netherlands, Embassy of the Iroquois Confederacy
Posts: 1,578
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Hmmm, I've never seen other than 60% at Deity. Maybe I'm always ahead
* The AI can bribe democratic units
* The AI can on occasion beat Barbarians at incredible odds (I've seen AI Warriors take out fortified Barb Riflemen)
* The AI knows exactly when it can mess up your production by occupying a city square
* The AI has intimidating envoys while you never get to see yours
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If you have no feet, don't walk on fire
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September 2, 2000, 09:45
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#7
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Prince
Local Time: 23:48
Local Date: October 30, 2010
Join Date: Jul 2000
Location: varies
Posts: 588
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1) I don't think the AI can direct it's produciton to any city it wants. However, it can rush-buy any amount of shields it wants - it is not required to actually complete an improvement or wonder when rushing, so making it look like it can enhance the productivity of a city at will. This is what BR says, anyway.
2) The AI always has King-level happiness.
3) This could be bitterness talking, but I think the AI gets occasional combat bonuses vs the human on Deity. I've had a catapult take out a rifleman behind city walls. I've also heard someone metion that in one game they played, the AI regularly won every seventh battle in attacking a city, regardless of odds.
4) I don't think the AI treasuries are random. debeest is correct in saying the AI doesn't pay maintainance, and this explains their remarkable financial position.
5) The AI can irrigate without needing water at hand.
That's all I can think of for now.
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September 2, 2000, 11:30
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#8
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Chieftain
Local Time: 23:48
Local Date: October 30, 2010
Join Date: Aug 2000
Location: England
Posts: 51
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AI Cheats continued
The AI doesn't seem to suffer from pollution.
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September 2, 2000, 15:04
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#9
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Guest
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Revised version... - The ai only needs 3/5 of the production that humans do.
- The ai cities take less food surplus to grow.
- The ai has infinite range on missiles.
- The ai bombers don't have to refuel.
- The ai can choose which techs it wants to steal, even with diplos.
- The AI can choose what improvement to sabatoge, even with diplos.
- The ai can steal multiple techs from the same city.
- Ai units have spy/diplo functions.
- The ai can build units on the same turn it discovers the tech for it.
- Ai democracies can't be overthrown by double civil disorders or sneak attacks on other nations.
- The ai does not have anarchy periods.
- The ai can have a revolution when it's not their turn.
- The ai knows EVERYTHING.
- The ai can contact you when it isn't their turn.
- The ai does not spend money on upkeep.
- The ai always has King-level happiness
- The ai can expel troops that are in your city radius if it is in theirs too.
- AI triremes don't sink. Forgot about that one .
- AIs can bribe a democracy.
- Ais can irrigate without water.
- The AI can go into deficit.
If you have more, send 'em in.
[This message has been edited by SilverDragon (edited September 02, 2000).]
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September 2, 2000, 16:59
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#10
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Warlord
Local Time: 18:48
Local Date: October 30, 2010
Join Date: Jul 2000
Location: Drinking the blood of the Proletariat
Posts: 200
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ai fighters can stay up for more than 1 turn (sometimes three or four!)
i do the same thing occasionally, so i guess it evens out
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September 2, 2000, 17:16
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#11
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Prince
Local Time: 15:48
Local Date: October 30, 2010
Join Date: May 2000
Posts: 717
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SilverDragon, your summary omits EdwardTKing's correct observation that the AI never suffers from pollution.
The AI appears to be able to bribe human units at little or no cost, as compared to the exorbitant rates usually charged to humans for AI units. Cities, too, maybe, but I haven't been able to study that.
AI capitals can move freely at no apparent cost, although in my experience the AI always has to pay the 1000 gp to replace a sacked capital.
I did some checking in my old games and created some new worlds, and determined that up through King, the AI initially needs the same food and shields that we do; at Emperor, it initially needs only 90%; and at Deity, it initially needs only 80%. Once you start whuppin' it good, at Deity it will drop to needing only 60% shields and food. At low levels it drops from 100% to 80%. I couldn't find an Emperor game but I suspect it drops from 90% to 70%.
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September 3, 2000, 00:23
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#12
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Warlord
Local Time: 23:48
Local Date: October 30, 2010
Join Date: Sep 2000
Location: Dragonhold, England
Posts: 262
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With regard to the AI's ability to irrigate without water: Any automated settlers (even one owned by a human player) is able to irrigate without water. The AI's cheat is to be able to improve terrain without the use of a settler.
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September 3, 2000, 00:59
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#13
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Prince
Local Time: 23:48
Local Date: October 30, 2010
Join Date: Feb 1999
Location: Minneapolis
Posts: 459
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The AI can use deficit financing.
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September 3, 2000, 15:29
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#14
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Settler
Local Time: 23:48
Local Date: October 30, 2010
Join Date: Sep 2000
Location: Durham, Maine, USofA
Posts: 2
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The AI apears to be the only side that
can expel diplomats, i could be wrong but i've never been able to do it so...
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September 3, 2000, 21:59
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#15
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Prince
Local Time: 17:48
Local Date: October 30, 2010
Join Date: Apr 1999
Location: US
Posts: 765
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Rollin Thunda - If an AI diplo is closer to one of your cities than to one of his own, you can expel him. I've expelled hundreds of diplos in games.
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September 4, 2000, 00:28
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#16
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King
Local Time: 15:48
Local Date: October 30, 2010
Join Date: Feb 2000
Location: 95 South, 113 West
Posts: 1,115
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quote:
Originally posted by SandMonkey on 09-03-2000 09:59 PM
If an AI diplo is closer to one of your cities than to one of his own, you can expel him. I've expelled hundreds of diplos in games.
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This is almost correct. You can expel him if he is closer to your city than to the nearest city that is not yours. (i.e. if he is in your territory, not some other civ's, with territory defined by the nearest city.) I have yet to determine how it calculates distance on diagonals.
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September 4, 2000, 06:11
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#17
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Emperor
Local Time: 23:48
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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The distance between points in Civ 2 was expounded in a post about 6 weeks ago - needless to say I can't just lay my hands on it, but from memory the distance is defined by taking the rectangle defined by the two points and adding together the length of the longer side and half the length of the shorter.
The AI cannot (in my experience) bribe a Democratic unit or city in version 2.42 and later (there was a bug that allowed this to happen in earlier versions).
As has been said above I believe that the AI needs 60% of human production only at deity when the human is in front on the powergraph under other conditions than this the AI needs a higher proportion ...
Keep up the good work
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____________
Scouse Git[1]
"CARTAGO DELENDA EST" - Cato the Censor
"The Great Library must be built!"
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September 4, 2000, 14:31
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#18
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Emperor
Local Time: 01:48
Local Date: October 31, 2010
Join Date: Dec 1969
Posts: 3,079
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The AI can get more money than 30000. I saw the AI have something like 65535 gold, once.
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September 4, 2000, 17:38
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#19
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Emperor
Local Time: 23:48
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Michigan
Posts: 5,587
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AI can pillage and fortify the same turn
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September 4, 2000, 20:25
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#20
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Prince
Local Time: 15:48
Local Date: October 30, 2010
Join Date: May 2000
Posts: 717
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The AI changes freely between building improvements, units, and Wonders/spaceship, which I think players can only do at the lowest level.
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September 4, 2000, 21:00
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#21
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Prince
Local Time: 23:48
Local Date: October 30, 2010
Join Date: Jul 2000
Location: varies
Posts: 588
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quote:
Originally posted by Lews Therìn on 09-03-2000 12:23 AM
The AI's cheat is to be able to improve terrain without the use of a settler.
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Really? I was under the impression that it couldn't improve terrain even when it does have one.
I've frequently seen AI settlers working. Can anyone confirm that the AI doesn't need them? That would be bizarre!
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September 4, 2000, 21:46
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#22
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Prince
Local Time: 17:48
Local Date: October 30, 2010
Join Date: Apr 1999
Location: US
Posts: 765
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Simpson II -
It might work along the lines of how any AI unit can bribe, and yet I have mostly seen AI diplos doing the dirty work for cities and such. Maybe the AI just uses a different unit when there are absolutely NO settlers around.
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September 4, 2000, 22:00
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#23
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Settler
Local Time: 23:48
Local Date: October 30, 2010
Join Date: Oct 2000
Location: Rome, Heart of the Roman Empire
Posts: 17
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HOLY **** HE'S RIGHT! I have a save I think...
I was testing the winning every 7th battle (something that obviously doesn't work) and I stumbled across this by accident!
I did active the cheat menu, but I only used it to increase the size of the city, make a barracks and harbor, 1 mine and 10 vet phalanxes and one battleship... the irrigation and roads was done entirely by the AI, I have 2 saves of this... I guess city size has something to do with it since the other civ built a settler (in two turns ) and started working... deity small map, I'll e-mail it to anyone who wants to see or post it on their site, sorry I don't have the time to do this myself...
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September 4, 2000, 22:06
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#24
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Settler
Local Time: 23:48
Local Date: October 30, 2010
Join Date: Oct 2000
Location: Rome, Heart of the Roman Empire
Posts: 17
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Furthar testing proves this to be true! Once the city grows to another size improvements are automatically done! This also uses the cheat menu, but I'm not sure how else you can really tell... but I'm sure others will get the same results, just wait for a city to grow a bit, then it'll start automatically irrigating and roading squares! Without settlers! If you don't beleive me try it for yourself, just turn on the cheat menu, reveal map, then just watch... the cities will irrigate/road without settlers! Otherwise I can e-mail you my saves. I'll have them zipped in 5 mins...
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September 4, 2000, 22:17
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#25
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Prince
Local Time: 17:48
Local Date: October 30, 2010
Join Date: Apr 1999
Location: US
Posts: 765
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I stand corrected... and jeez, that's probably one of the most blatant AI cheats I have heard yet!
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September 4, 2000, 22:36
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#26
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Settler
Local Time: 23:48
Local Date: October 30, 2010
Join Date: Oct 2000
Location: Rome, Heart of the Roman Empire
Posts: 17
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Yeah I know, I was surprised by it... sorry I don't have the time to put it up on a site right now... I got it zipped and all, but I don't have the time for a site... maybe I can send it to someone and they'll do it for me?
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September 5, 2000, 15:38
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#27
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Emperor
Local Time: 15:48
Local Date: October 30, 2010
Join Date: Mar 1999
Location: SF, CA don't call it frisco... Striker!!
Posts: 3,617
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I haven't reviewed Ming's Civ3 cheat thread for a while; there has to be some AI related stuff in there that is being missed.
(having trouble with your dl caesar...)
The deity production/food cheat is a handycapping, and is documented as being intended. Should that be excluded from this list?
When the AI founds a city it will sometimes get a square irrigated and roaded right from the start. I am not sure what causes this. I used to think it was because of a lack of grassland squares, but I don't think that is the case now.
I had not seen that the AI doesn't pay maintenance. Has that been thoroughly tested?
AI fighters & bombers crash all of the time. Check out Xin's strategies for making it happen in his RedFront and Lord of the Rings scenario posts.
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September 5, 2000, 15:59
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#28
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Emperor
Local Time: 20:48
Local Date: October 30, 2010
Join Date: Jan 2000
Location: ( o Y o )
Posts: 5,048
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Oh, i can show you a way in which the HUMAN player can cheat.
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September 5, 2000, 16:01
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#29
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Emperor
Local Time: 20:48
Local Date: October 30, 2010
Join Date: Jan 2000
Location: ( o Y o )
Posts: 5,048
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DAMN novell! (DP)
[This message has been edited by HsFB (edited September 05, 2000).]
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September 5, 2000, 18:41
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#30
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Guest
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Revised version... - The ai only needs 4/5 of the production that humans do, 3/5 when the human's #1 on the powergraph.
- The ai cities take less food surplus to grow.
- The ai has infinite range on missiles.
- The ai bombers don't have to refuel.
- The ai can choose which techs it wants to steal, even with diplos.
- The AI can choose what improvement to sabatoge, even with diplos.
- The ai can steal multiple techs from the same city.
- Ai units have spy/diplo functions.
- The ai can build units on the same turn it discovers the tech for it.
- Ai democracies can't be overthrown by double civil disorders or sneak attacks on other nations.
- The ai does not have anarchy periods.
- The ai can have a revolution when it's not their turn.
- The ai knows EVERYTHING.
- The ai can contact you when it isn't their turn.
- The ai does not spend money on upkeep.
- The ai always has King-level happiness
- The ai can expel troops that are in your city radius if it is in theirs too.
- AI triremes don't sink.
- Ais can improve terrain without settlers
- The AI can go into deficit.
- The ai is not affected by pollution.
- The AI changes freely between building improvements, units, and wonders/spaceship.
- The ai can pillage and fortify in the same turn.
If you have more, send 'em in.
[This message has been edited by SilverDragon (edited September 07, 2000).]
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