September 5, 2002, 10:17
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#31
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Warlord
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
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Quote:
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Originally posted by Tiberius
PS Btw, how can you play with no one left? What's the fun in that?
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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.
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September 5, 2002, 10:17
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#32
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Prince
Local Time: 03:31
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Philadelphia, PA
Posts: 978
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Not only do they have a lot of units, but their comerce seems to be completely directed at science. Look at the city view.
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September 5, 2002, 10:18
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#33
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Emperor
Local Time: 02:31
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Back in BAMA full time.
Posts: 4,502
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I missed that.
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September 5, 2002, 10:20
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#34
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Warlord
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
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Quote:
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Originally posted by SpencerH
Well they've got 11 gold/turn. So it could support that many units.
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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:
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What level is this played on? Could the AI advantages at higher levels be a factor?
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Deity on a huge map.
Last edited by Moonsinger; September 5, 2002 at 10:38.
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September 5, 2002, 10:23
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#35
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Warlord
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
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Quote:
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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.
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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?".
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September 5, 2002, 10:32
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#36
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Warlord
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
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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.
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September 5, 2002, 13:02
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#37
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Emperor
Local Time: 03:31
Local Date: November 1, 2010
Join Date: Apr 2002
Location: pittsburgh
Posts: 4,132
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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
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September 5, 2002, 13:11
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#38
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Warlord
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
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Quote:
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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.)
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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???
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September 5, 2002, 13:25
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#39
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King
Local Time: 03:31
Local Date: November 1, 2010
Join Date: Dec 2001
Location: U.S.A.
Posts: 1,194
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Quote:
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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???
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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.
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September 5, 2002, 14:19
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#40
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King
Local Time: 00:31
Local Date: November 1, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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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
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September 5, 2002, 14:35
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#41
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Warlord
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
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Zachriel & Catt: What you are saying does make alot of sense.
Thanks!
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September 5, 2002, 15:00
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#42
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Emperor
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
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I think it's 16 plus 4 per city on the Deity difficulty level.
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September 5, 2002, 15:05
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#43
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Deity
Local Time: 03:31
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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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.
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September 5, 2002, 16:08
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#44
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King
Local Time: 02:31
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Theseus is right. I just checked it in the editor, it's 16 + 4 per city.
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September 5, 2002, 18:07
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#45
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Warlord
Local Time: 01:31
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 298
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Quote:
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Originally posted by WarpStorm
Theseus is right. I just checked it in the editor, it's 16 + 4 per city.
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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.
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September 5, 2002, 18:22
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#46
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Local Time: 02:31
Local Date: November 1, 2010
Join Date: Feb 2002
Location: ACK!! PPHHHHTTBBBTTTT!!!
Posts: 7,022
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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.
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September 6, 2002, 11:02
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#47
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Deity
Local Time: 03:31
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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Moonsinger,
Impressive game, by the way.
-Arrian
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