Thread Tools
Old November 7, 2001, 20:44   #1
Jaundice
Chieftain
 
Jaundice's Avatar
 
Local Time: 11:18
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Earth
Posts: 46
AI Needs Birth Control....
What's the deal with the AI being able to build so many settlers?
Don't get me wrong, I love a good challenge and I am impressed with the AI's ability to get things done, but....

I just ended a game on the Regent level, standard map, playing against 4 other civs. I was Persia, on a decent sized continent. I started exploring to the north, all the while thinking I was the only civ on the continent because I had yet to run into another. Then I met the Zulus. They had about 3 cities to my 6. It was only about 2000 BC. Anyway, I completely explored the continent and figured that I had things under control. I traded with the Zulus and everything was fine. Then, they began to move warriors down into my lands. I told them to get out or declare war, and they chose war. The next thing I know, I've got no less than 20 archers and Impi swooping down on my cities. Then over the next few turns, at least 5 new Zulu cities sprung up just outside of mine. They moved across the cotinent like jack rabbits on speed. I had all cities producing horsemen and archers...and even after inflicting heavy casualties on them, the archers and impi still came endlessly....and even more Zulu cities arose. This is IMPOSSIBLE. First of all, their cities were only size 3 or less. How could they produce SO MANY units and settlers from only 3 cities? There was no way I could keep up with unit production to defend myself, AND build settlers to found new cities. In addition, does anybody else find that units in the field are almost worthless against the AI? My Vetran Immortrals were consistently killed by Regular Zulu Archers. And the quality of my vetran horsmen isn't even worth mentioning. This is quite frustrating.

-JD
Jaundice is offline  
Old November 7, 2001, 21:00   #2
SteveJH
Warlord
 
SteveJH's Avatar
 
Local Time: 08:18
Local Date: October 31, 2010
Join Date: Sep 2001
Location: ... of a little desert town!
Posts: 154
In all of my games on regent the AI has produced a lot as well, nothing I would say that is impossible though. All it could do is make you play harder anyway.
SteveJH is offline  
Old November 7, 2001, 21:47   #3
mharmless
Chieftain
 
Local Time: 08:18
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 44
First off, imortals loseing to archers is not supriseing. Immortals are 4 attack 1 defense as I recall, and archers are 2 attack 1 defense. If he attacks you, you will die.

Next up, his production rate. A size 3 city with access to a special resource like cows or wheat, and every other square makeing just 2 food, will grow in population every five turns. Of course, instead of growing you use forced labor to kick out an additional unit. Four turns to build an archer (modest 5 sheilds required for this), then on turn five you build as normal. Next round start it off with a speed build. Six rounds to make two archers from such a city.

Forced labor is your friend.
mharmless is offline  
Old November 8, 2001, 00:22   #4
Jaundice
Chieftain
 
Jaundice's Avatar
 
Local Time: 11:18
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Earth
Posts: 46
In reference to archers attacking me, it doesn't matter who attacks who. It always seems stacked in his favor. When I attack one of his archers with 3 of mine, and they all die....something seems wrong.

-JD
Jaundice is offline  
Old November 8, 2001, 00:41   #5
Peterk
Chieftain
 
Local Time: 16:18
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Montreal, Canada
Posts: 62
Is he choosing terrain carefully? I've noticed that the AI does a good job of attacking from forest, hills mountains. In the early game, this gives him similar protection to city without walls.

With archers I would definitely keep up the pre-emptive attacks, don't let him camp outside your city (unless the archer is your last unit in the city)
Peterk is offline  
Old November 8, 2001, 01:19   #6
D4everman
Prince
 
D4everman's Avatar
 
Local Time: 16:18
Local Date: October 31, 2010
Join Date: Jun 2000
Location: Oberammergau, Germany
Posts: 371
Is he choosing terrain carefully? I've noticed that the AI does a good job of attacking from forest, hills mountains. In the early game, this gives him similar protection to city without walls.


Thats a good point. I've had Elite Hoplites killed by simple regular barabrians simply because the AI picked a good defensive position. (Like a hill or forest.) I'm not saying the AI didn't shortchange you...maybe it did, I dunno....but it might be that you simply didn't expect the AI to be "crafty enough" to use forced labor, good flanking and general strategy.

D4
__________________
"I know nobody likes me...why do we have to have Valentines Day to emphasize it?"- Charlie Brown
D4everman is offline  
Old November 8, 2001, 02:20   #7
Pyrodrew
Prince
 
Pyrodrew's Avatar
 
Local Time: 08:18
Local Date: October 31, 2010
Join Date: Dec 2000
Posts: 679
The manual says, "The terrain the defending unit occupies makes a difference in combat." So it does NOT matter if an attacker is standing on a mountain or not as to how effective the attacker will be. Unless the attacker is considered a "defending unit" when the defender strikes back. (?) But that sounds confusing.

Regardless, from the posts I've seen here of who wins & loses... the defenders usually have the advantage (especially now with firepower out). Even more so once Coastal Fortress starts working after the patch (hopefully).

Sidenote: If you start next to the Zulus in a game you're going to have a rough game (Zulu's Aggressiveness is 5 out of 5).
Pyrodrew is offline  
Old November 8, 2001, 08:54   #8
Peterk
Chieftain
 
Local Time: 16:18
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Montreal, Canada
Posts: 62
I'm fairly certain that attacker gets terrain bonus too. Try an experiment attacking a unit in mountain or city i) from clear ii) from mountain and you'll see it right away (at least I noticed a strong pattern after many humiliating defeats). I don't know if the doc or the game is wrong (or if either is wrong, kind of makes sense the way it is)

If anyone can confirm or reject the theory please let me know.
Peterk is offline  
Old November 8, 2001, 09:13   #9
aaglo
King
 
aaglo's Avatar
 
Local Time: 19:18
Local Date: October 31, 2010
Join Date: Aug 2001
Location: the contradiction is filled with holes...
Posts: 1,398
Re: AI Needs Birth Control....
Quote:
Originally posted by Jaundice
...Then over the next few turns, at least 5 new Zulu cities sprung up just outside of mine. They moved across the cotinent like jack rabbits on speed. I had all cities producing horsemen and archers...and even after inflicting heavy casualties on them, the archers and impi still came endlessly....and even more Zulu cities arose. This is IMPOSSIBLE...
Not necessarily impossible. What if:

The Zulu had several settlers already made. These could be just hanging around. I've seen similar cases several times in SMAC for instance. But I still don't get it: 6 colony pods (read: settlers) in a base, going nowhere, doing nothing

BTW does the settler require food support in civ3? The colony pod in SMAC doesn't.
__________________
I'm not a complete idiot: some parts are still missing.
aaglo is offline  
Old November 9, 2001, 11:01   #10
Auslander
Chieftain
 
Auslander's Avatar
 
Local Time: 11:18
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Cincinnati, OH, USA
Posts: 52
Re: Re: AI Needs Birth Control....
Quote:
Originally posted by aaglo
BTW does the settler require food support in civ3? The colony pod in SMAC doesn't.
No food. Settler is treated like any other unit. So if you are over your unit maximum it will cost 1 gold per turn.
Auslander is offline  
Old November 9, 2001, 13:08   #11
Kc7mxo
King
 
Kc7mxo's Avatar
 
Local Time: 11:18
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Seattle
Posts: 1,038
Firstly, immortals are 4 2 1.

And I tottally agree. I'm curious as to what firaxis is using as a seed for their random calculations, cause something is definetly wrong. I've watched as warriors attacking from atop a mountain defeat my archers, and my swordsmen lose to warriors in the most moronic of situations.

Something should be done. Where's the rules.txt when you need it?
Kc7mxo is offline  
Old November 9, 2001, 14:11   #12
Stuie
King
 
Stuie's Avatar
 
Local Time: 12:18
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
Re: AI Needs Birth Control....
Quote:
Originally posted by Jaundice
I had all cities producing horsemen and archers...and even after inflicting heavy casualties on them, the archers and impi still came endlessly....and even more Zulu cities arose. This is IMPOSSIBLE. First of all, their cities were only size 3 or less. How could they produce SO MANY units and settlers from only 3 cities? There was no way I could keep up with unit production to defend myself, AND build settlers to found new cities.
Don't forget he was having a golden age after one of his Impis won a combat. That means a ton of shields all dedicated to more military units. He may also have been rushing some units at the cost of population.
__________________
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
Stuie is offline  
Old November 9, 2001, 14:13   #13
Mahdimael
Prince
 
Mahdimael's Avatar
 
Local Time: 16:18
Local Date: October 31, 2010
Join Date: May 2001
Location: Sandy Eigo, CA, USA
Posts: 347
Most random seed generation is based off the current clock time and is manipulated from there. It would be interesting to see how it works in civ3
__________________
----
"I never let my schooling get in the way of my education" -Mark Twain
Mahdimael is offline  
Old November 9, 2001, 14:21   #14
Elhombre
Settler
 
Local Time: 10:18
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Texas
Posts: 2
While it is true at higher levels the computer expands within 4 bloody turns of the game beginning...I think what you experienced with the Zulu's was mostly legit. Computer expands fast.
Elhombre is offline  
Old November 9, 2001, 15:20   #15
Blaupanzer
lifer
Emperor
 
Blaupanzer's Avatar
 
Local Time: 12:18
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Fairfax, VA
Posts: 3,810
In my games, I have not noticed a bias in favor of the AI in ground combat. Defenders yes, they seem to get a bonus, but the AI in general, no. They win more than I want them to, but not statistically out of bounds. Archer vs Immortal is essentially an even fight with your only advantage that you can lose more times (elite) than he can (regular). Flipping four heads before two tails is not that difficult to do. Same is true for your archers, although this gets stretched if it happens often. You get a two-thirds chance of winning each round. You have to win two before he does. Thus he has a 33% chance of winning and only has to come up good on this twice to kill your man. If the AI is standing on good terrain, your odds go down. Focus on the long-term, one set of battles, however frustrating, does not win wars or civilizations.
__________________
No matter where you go, there you are. - Buckaroo Banzai
"I played it [Civilization] for three months and then realised I hadn't done any work. In the end, I had to delete all the saved files and smash the CD." Iain Banks, author
Blaupanzer is offline  
Old November 10, 2001, 00:45   #16
AuraSeer
Settler
 
Local Time: 16:18
Local Date: October 31, 2010
Join Date: Jan 2001
Posts: 17
The randomness of war is definitely screwed up.

In my current game, I've got an enemy galley bottled up in an enclosed section of the ocean. (The only exit from the area is one square wide, and I have it blocked.) This galley is unable to go anywhere, so it has been wandering in circles for several hundred years.

And it's immortal.

Every once in a while, I decide to get rid of the perpetually circling ship, so I send in the navy to kill it. But whenever I try that, I get my head handed to me.

I've attacked the thing with other galleys, frigates, ironclads, and worse. I've tried sending one unit at a time, and I've tried them by the six-pack. No matter what I try, this galley has never taken a single point of damage. It's even dodged bombardment, once eighty times in a row before I got bored and reloaded the game.

I can conceive of a small ship defeating one frigate, or even one ironclad. But to have it defeat six frigates, followed by six ironclads, without even needing repairs? It's not even funny anymore-- now it's just plain stupid.
AuraSeer is offline  
Old November 10, 2001, 01:01   #17
aeturneus
Trade Wars / BlackNova Traders
Prince
 
aeturneus's Avatar
 
Local Time: 09:18
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Edmonton, Canada
Posts: 553
hahaha! that sounds pretty funny, actually... those sort of idiosynchrasies are what I missed in civ 2... as long as they go my way sometime

the Immortal galley crew... hmm... are you sure you aren't dealing with a ghost ship?

Quote:
Originally posted by AuraSeer
The randomness of war is definitely screwed up.

In my current game, I've got an enemy galley bottled up in an enclosed section of the ocean. (The only exit from the area is one square wide, and I have it blocked.) This galley is unable to go anywhere, so it has been wandering in circles for several hundred years.

And it's immortal.

Every once in a while, I decide to get rid of the perpetually circling ship, so I send in the navy to kill it. But whenever I try that, I get my head handed to me.

I've attacked the thing with other galleys, frigates, ironclads, and worse. I've tried sending one unit at a time, and I've tried them by the six-pack. No matter what I try, this galley has never taken a single point of damage. It's even dodged bombardment, once eighty times in a row before I got bored and reloaded the game.

I can conceive of a small ship defeating one frigate, or even one ironclad. But to have it defeat six frigates, followed by six ironclads, without even needing repairs? It's not even funny anymore-- now it's just plain stupid.
aeturneus is offline  
Old November 10, 2001, 13:23   #18
fstkfstk
Settler
 
Local Time: 10:18
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Illinois
Posts: 2
Galleys are supernatural always. Even when not circling in ponds, they have a strong tendency to be unbeatable by anything but other galleys.

As to the infinite settler problem with computer playerr, the computer DOES stock up settlers in cities, as any conquer happy
players can attest too. Don't forget that the computer "cheats"
either for or against the player depending on difficulty (as was noted on apolyton several weeks ago...). THe settlers COULD be coming from nowhere.
__________________
----------------------------------------
"[Civ2 Message] The French have stolen Labour Unions!"
fstkfstk is offline  
Old November 12, 2001, 14:45   #19
AuraSeer
Settler
 
Local Time: 16:18
Local Date: October 31, 2010
Join Date: Jan 2001
Posts: 17
Quote:
Originally posted by fstkfstk
Galleys are supernatural always. Even when not circling in ponds, they have a strong tendency to be unbeatable by anything but other galleys.
Holy cow.
I sent in a galley, and won. On top of that, mine was a Regular, and of course the immortal ship was Elite from having won all those battles.

And my ship didn't take any damage from the fight.
AuraSeer is offline  
Old November 12, 2001, 18:11   #20
Dark Hawk
Settler
 
Local Time: 11:18
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Toronto, Canada
Posts: 19
Really...
Quote:
Originally posted by AuraSeer
The randomness of war is definitely screwed up.


And it's immortal.

Every once in a while, I decide to get rid of the perpetually circling ship, so I send in the navy to kill it. But whenever I try that, I get my head handed to me.

I've attacked the thing with other galleys, frigates, ironclads, and worse. I've tried sending one unit at a time, and I've tried them by the six-pack. No matter what I try, this galley has never taken a single point of damage. It's even dodged bombardment, once eighty times in a row before I got bored and reloaded the game.
Fair enough

But now you just said you sent in ONE galley and won the battle after saying that you sent multiple galleys up there. Something fishy's going on....
Dark Hawk is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:18.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team