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Old May 6, 2002, 21:21   #1
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Why does the AI never build Factories?
I have investigated countless cities in the late game and i've never seen the AI with a factory in a city?

They build the Hoover Dam, but never a factory to get the most of this Wonder?!

Can someone explain why, or even know why this is the case...!?
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Old May 6, 2002, 21:34   #2
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building a factory would require some sort of code. soren's not a big fan of code.
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Old May 6, 2002, 21:36   #3
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YOU'RE RIGHT
MY GOD.

You're right.

I just checked a number of civs, 1957 AD. NO FACTORIES!!

What the F??

London was busy building the Apollo program - withiout a factory!!

How can the AI civ possibly keep up with the human regarding production without a factory? What about pollution? It bothers us; the AI doesn't have to worry about it as they have no factories.

You may have dscovered another ludicrous AI Cheat, one of the worst yet. Let us investigae this furhter. . .
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Old May 6, 2002, 21:36   #4
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Quote:
Originally posted by UberKruX
building a factory would require some sort of code. soren's not a big fan of code.
Obviously. Too lazy perhaps?
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Old May 6, 2002, 21:37   #5
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Re: YOU'RE RIGHT
Quote:
Originally posted by Coracle
MY GOD.


How can the AI civ possibly keep up with the human regarding production without a factory? What about pollution? It bothers us; the AI doesn't have to worry about it as they have no factories.
soren's favorite function! cheat();
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Old May 6, 2002, 21:53   #6
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Exactly. I thought the AI cheated far too much before.

Now we know the AI civs can manage factory-level production WITHOUT FACTORIES!!
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Old May 6, 2002, 21:56   #7
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Quote:
Originally posted by Coracle
Exactly. I thought the AI cheated far too much before.

Now we know the AI civs can manage factory-level production WITHOUT FACTORIES!!
The AI gets factory production without even having to go through the trouble of building them! No wonder even if I beeline for Industrialization and rapidly build factories I never seem to get a production jump on the other civs. I do get something they don't - pollution.

This may be a reason Firaxis killed the "multi.sav" cheat, so we couldn't see the cheating crap they do.
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Old May 6, 2002, 22:06   #8
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I just tool over a city from China today that had 3 pollution spots surrounding it. So yes they do get polluted.
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Old May 6, 2002, 22:09   #9
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Maybe they share production like they do technologies.
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Old May 6, 2002, 22:14   #10
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Quote:
Originally posted by Tuberski
I just tool over a city from China today that had 3 pollution spots surrounding it. So yes they do get polluted.
Pollution does not exclusively come from factories, as I recall. Yes, I've seen some pollution across the border. It is a matter of degree and amount of pollution.

But the main issue is this AI cheat: factory-level production WITHOUT having to build a factory. Absurd.
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Old May 6, 2002, 22:47   #11
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Yes, we all know that the AI gets production bonuses at higher difficulty levels.
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Old May 6, 2002, 23:59   #12
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Indeed, I have never seen one. Stupid AI.
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Old May 7, 2002, 04:22   #13
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Quote:
Originally posted by Coracle


Pollution does not exclusively come from factories, as I recall. Yes, I've seen some pollution across the border. It is a matter of degree and amount of pollution.

But the main issue is this AI cheat: factory-level production WITHOUT having to build a factory. Absurd.
I never said anything about the AI cheating!!

They just never build factories... production is normal.

Soren, why does the AI not build them?
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Old May 7, 2002, 04:26   #14
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The AI does build them, just not as often as the human.
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Old May 7, 2002, 04:56   #15
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well i have not seen one and i've just investigated nearly every city on the map (reloading because of the cost).

make of that what you wish.... if anyone can provide proof with 1.21f then i'll eat my shorts
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Old May 7, 2002, 05:18   #16
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Man, i have wondered why they have never built factories, or production-bonus improvements in general! This is horrid! Perhaps the XP will add this feature.
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Old May 7, 2002, 05:26   #17
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Anyhow, even for us human players the building of a factory is not a must. I prefer to bring the best out of a city through tile improvement rather then through factory or going for metropolis. The pollution is too much specially because you do not get any means to control it effectively. Just for a curiosity I moded a game in order to get population pollution reduction bonus out of hospital and recycling center, also built mass transit and added a waste dump of my own creation also with pop pollution reduction feature, still my size 14 metropolis was producing population pollution. In fact a size twelve city can produce something like 50 shields and because it does not have a factory neither is a metropolis it will not produce pollution. Neat!!
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Old May 7, 2002, 08:41   #18
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Quote:
Originally posted by monkspider
Perhaps the XP will add this feature.
I don't think so, because they are to busy to make it playable in MP, which means they have proberly just cancelled to change anything in SP!

How about Firaxis, can we get some excuse from them about this?
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Old May 7, 2002, 09:10   #19
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huh, i really never noticed that. any way, it is stunning.
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Old May 7, 2002, 09:11   #20
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int main() {
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Old May 7, 2002, 09:13   #21
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int main () {
if (not_have_facotry) get (factory);
if (being attacked) doublehitpoints();
if (enemyhas(tanks)) superspearmen();
if (2*2==4) cheat();
}



No, no, it's a nice AI
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Old May 7, 2002, 10:19   #22
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Quote:
Originally posted by Solver
int main () {
if (not_have_facotry) get (factory);
if (being attacked) doublehitpoints();
if (enemyhas(tanks)) superspearmen();
if (2*2==4) cheat();
}



No, no, it's a nice AI

You never know, you might actually find one of those functions in there for real.

Cheat(AIproduction);
Cheat(AIbattle);
Cheat(AIresearch);
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Old May 7, 2002, 10:24   #23
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I guess we could find something like this for real:

if (gold<1000) && (army<20) && (age>middle) && (underattack) && (humanarmy > army*2) {
getunits (random (10));
getgold (400);
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Old May 7, 2002, 14:36   #24
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I guess you feel cute Solver.

If anybody wants to play the game with no AI bonuses try Monarch or Regent. On one of those neither the human nor the AI get 'cheats'.
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Old May 7, 2002, 15:21   #25
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The AI does produce factories. Always has from the start and each patch. This is another one of those myths like "I lost 11 armies against 1 spearman".

If you don't like the game don't play it, but don't jump around making stuff up.
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Old May 7, 2002, 15:55   #26
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Longtime lurker.

ACooper is right. In a Monarch level game on v1.21f (currently +/- 2010 -- Culture, UN and Space Race victories disabled), I am taking over Persian and French cities that have factories, manufacturing plants, offshore platforms, etc.

The AI does build production enhancing improvements.
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Old May 7, 2002, 17:10   #27
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It does? I have yet to see the proof.
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Old May 7, 2002, 17:36   #28
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I was surprised last night to capture a city (well, 'town') that I had not bombarded so much and it had a factory (and lots of stuff) in it. Had never been a metropolis in the first place, so perhaps the AI just has different priorities as to where to put factories and such.

The AI seems to put higher priority on churning out combat units, so when there are conflicting priorities, let's get random about it.

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Old May 7, 2002, 18:11   #29
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Okay -- proof.

Load the game and use espionage to investigate:

Rheims -- Factory and Nuc Plant
Sevastopol -- Factory, ManPlant and NucPlant
Orleans -- Factory, ManPlant and NucPlant

BTW, interesting game. I got so far behind early, I am now racing to conquer enough territory for a domination win before time runs out.

(game is also modded -- I am testing out a mod which incorporates many suggestions and ideas I've seen here and at CivFanactics -- principally involving cruise missles, submarines, lethal sea bombardment, less corruption -- none of which should affect the AI's decision to build factories et al.)

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Old May 7, 2002, 18:21   #30
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If you use the editor to look at the civs, you'll see their priorities. My guess is that some civs probably dont build factories or at least havent built all their primary concerns first.
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