Thread Tools
Old September 5, 2002, 10:17   #31
Moonsinger
Warlord
 
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
Quote:
Originally posted by Tiberius
PS Btw, how can you play with no one left? What's the fun in that?
Well, it is just like SimCities, I'm trying to build an HUGE empire of ALL happy people.

PS: Most of the time, I would hit the spacebar to skip turn anyway; there isn't much to do at this point. Just set the worker to auto-polution clean up and skip turn to 2050 AD to see how big the score I can get. If the score is high enough, I will submit it to the CivFanatics 's HoF.
Moonsinger is offline  
Old September 5, 2002, 10:17   #32
dunk
Prince
 
dunk's Avatar
 
Local Time: 03:31
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Philadelphia, PA
Posts: 978
Not only do they have a lot of units, but their comerce seems to be completely directed at science. Look at the city view.
dunk is offline  
Old September 5, 2002, 10:18   #33
SpencerH
Civilization III PBEMCivilization III MultiplayerBtS Tri-League
Emperor
 
SpencerH's Avatar
 
Local Time: 02:31
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Back in BAMA full time.
Posts: 4,502
I missed that.
__________________
We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
SpencerH is offline  
Old September 5, 2002, 10:20   #34
Moonsinger
Warlord
 
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
Quote:
Originally posted by SpencerH
Well they've got 11 gold/turn. So it could support that many units.
11 gold per turn won't be able to support 20 units (at least for the human player); therefore, I think AIs are not played by our rule.

Quote:
What level is this played on? Could the AI advantages at higher levels be a factor?
Deity on a huge map.

Last edited by Moonsinger; September 5, 2002 at 10:38.
Moonsinger is offline  
Old September 5, 2002, 10:23   #35
Moonsinger
Warlord
 
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
Quote:
Originally posted by dunk
Not only do they have a lot of units, but their comerce seems to be completely directed at science. Look at the city view.
Yes, you are right (I miss that). All of their 11 golds are directed for science. No wonder why they are able to catch up with my tech level after all these years. Now, I begin to wonder "How fast can a civ with a size 1 city be able to research?".
Moonsinger is offline  
Old September 5, 2002, 10:32   #36
Moonsinger
Warlord
 
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
I'm going to work now, I will check back with you guys later.

FYI: This game is played by the standard rule with patch 1.29f, deity level on a huge random generated map with 12 civs. There is absolutely no mod of any kind.
Moonsinger is offline  
Old September 5, 2002, 13:02   #37
jshelr
Civilization III PBEMIron CiversC3CDG Ankh-Morpork
Emperor
 
jshelr's Avatar
 
Local Time: 03:31
Local Date: November 1, 2010
Join Date: Apr 2002
Location: pittsburgh
Posts: 4,132
I think the implication is that the AI does not have the same problem with disbanding when they run a deficit. Being fair, the AI civs probably are not allowed to create this situation "on purpose," but the program can't deal with it which it happens "by accident." (Just guessing.)
__________________
Illegitimi Non Carborundum
jshelr is offline  
Old September 5, 2002, 13:11   #38
Moonsinger
Warlord
 
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
Quote:
Originally posted by jshelr
I think the implication is that the AI does not have the same problem with disbanding when they run a deficit. Being fair, the AI civs probably are not allowed to create this situation "on purpose," but the program can't deal with it which it happens "by accident." (Just guessing.)
Actually, they are not running into a deficit. If you look at the second snapshot at the beginning of thread (around 1565 A.D.) and the one previously (around 1665 A.D.); they are 100 years apart, and now they just added a worker and another rifleman. My guess is that the AI doesn't follow the same rule as we are, they probably don't need to support their units until they get to a certain number. They could also pay a lot less for upkeep. In this case 1 gold for every 10 units or something???
Moonsinger is offline  
Old September 5, 2002, 13:25   #39
Zachriel
King
 
Zachriel's Avatar
 
Local Time: 03:31
Local Date: November 1, 2010
Join Date: Dec 2001
Location: U.S.A.
Posts: 1,194
Quote:
Originally posted by Moonsinger

Actually, they are not running into a deficit. If you look at the second snapshot at the beginning of thread (around 1565 A.D.) and the one previously (around 1665 A.D.); they are 100 years apart, and now they just added a worker and another rifleman. My guess is that the AI doesn't follow the same rule as we are, they probably don't need to support their units until they get to a certain number. They could also pay a lot less for upkeep. In this case 1 gold for every 10 units or something???
I'm not sure (and don't have time right now to research it), but I thought the AI got so many "free" units on higher levels, that is, units that require no support.
Zachriel is offline  
Old September 5, 2002, 14:19   #40
Catt
PtWDG Gathering StormApolyton University
King
 
Catt's Avatar
 
Local Time: 00:31
Local Date: November 1, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
I don't have the editor handy, but the AI gets a lot of free unit support. On Diety, it might be 16 free units + a couple of free units per city. Someone with access to the editor can confirm the numbers, but this is surely the explanation.

Catt
Catt is offline  
Old September 5, 2002, 14:35   #41
Moonsinger
Warlord
 
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
Zachriel & Catt: What you are saying does make alot of sense.

Thanks!
Moonsinger is offline  
Old September 5, 2002, 15:00   #42
Theseus
PtWDG Gathering StormApolyton UniversityApolytoners Hall of FameBtS Tri-LeagueC4DG Gathering StormApolyCon 06 Participants
Emperor
 
Theseus's Avatar
 
Local Time: 03:31
Local Date: November 1, 2010
Join Date: Apr 2002
Location: The warmonger formerly known as rpodos. Gathering Storm!
Posts: 8,907
I think it's 16 plus 4 per city on the Deity difficulty level.
__________________
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

Duas uncias in puncta mortalis est.
Theseus is offline  
Old September 5, 2002, 15:05   #43
vmxa1
PtWDG Gathering StormC4DG Gathering Storm
Deity
 
vmxa1's Avatar
 
Local Time: 03:31
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
I have done it like Moonsliger, keep one city around. Two reason 1- same as was given, increase score 2- when I started playing the game would end before I got all of the tech researched, so I wanted to see it.
vmxa1 is offline  
Old September 5, 2002, 16:08   #44
WarpStorm
King
 
WarpStorm's Avatar
 
Local Time: 02:31
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
Theseus is right. I just checked it in the editor, it's 16 + 4 per city.
__________________
Seemingly Benign
Download Watercolor Terrain - New Conquests Watercolor Terrain
WarpStorm is offline  
Old September 5, 2002, 18:07   #45
Moonsinger
Warlord
 
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
Quote:
Originally posted by WarpStorm
Theseus is right. I just checked it in the editor, it's 16 + 4 per city.
Thank you every one for your inputs, especially to WarpStorm for taking the time to check it out in the editor. That would explain how an empire of 1 city of size 1 can be able to support 20 units while allocating all of its golds to research. Again, thanks to everyone for solving the mystery.

PS: 16 + 4 per city, no wonder why AI is so powerful at deity level. So basically, they usually don't pay any upkeep at all at this level.

Last edited by Moonsinger; September 5, 2002 at 18:15.
Moonsinger is offline  
Old September 5, 2002, 18:22   #46
Tuberski
 
Tuberski's Avatar
 
Local Time: 02:31
Local Date: November 1, 2010
Join Date: Feb 2002
Location: ACK!! PPHHHHTTBBBTTTT!!!
Posts: 7,022
They get free units a the beginning of the game that they don't have to support, so it stands to reason that they ALWAYS get that amount of units free.
__________________
"I think Bigfoot is blurry, that's the problem. It's not the photographer's fault. Bigfoot is blurry, and that's extra scary to me. There's a large out of focus monster roaming the countryside. Look out, he's fuzzy, let's get out of here."
Tuberski is offline  
Old September 6, 2002, 11:02   #47
Arrian
PtWDG Gathering StormInterSite Democracy Game: Apolyton TeamApolyton UniversityC4DG Gathering StormPtWDG2 Cake or Death?
Deity
 
Arrian's Avatar
 
Local Time: 03:31
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
Moonsinger,

Impressive game, by the way.

-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!

The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
Arrian 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 03:31.


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