View Full Version : Preventing the AI from razing cities - anyone know how?
JuanM Feb 17, 2006, 11:15 PM So I spend days building a map and carefully placing all the cities only to have the barbarian AI raze them to the ground? :mad:
Does anyone know of a trick to prevent it from razing cities?
PLEASE?!? :cry:
Plotinus Feb 17, 2006, 11:24 PM The only way to be almost certain that the AI won't raze a given city is to put a Great Wonder in it. I think they are less likely to raze large cities or cities with high culture, but the Wonder trick is the only reliable way to do it. Which is a pain, as you probably don't want a Wonder in every city!
Roman Legion Feb 17, 2006, 11:29 PM or place good defenses on garrison.
WildWeazel Feb 18, 2006, 12:47 AM There's some way to get a palace to spawn a wonder in every city- someone did it- but I couldn't get it to work.
or place good defenses on garrison.
The question is how to stop the AI from razing it, not keep them from taking it.
Civinator Feb 18, 2006, 05:13 AM Hi Weasel Op,
the virtual multiple wonder system was one of my ideas, but it didnīt work.
Itīs a wonder which gives another wonder to all cities of that civ. This wonder given by another wonder to all cities is present in every single city and gives the bonus of that wonder to every single city, but for the question if to raze a city, the AI doesnīt accept this "virtual" wonder as a wonder :(
Spacer One Feb 18, 2006, 08:43 AM you can preplace "wonders" with little -to- no function...even make the graphic blank if youd like...
Blue Monkey Feb 18, 2006, 10:39 AM ..Graaaagh...
Silly zombie, you can't eat those of us already undead. Especially those of us who serve the Dark Lady.
WildWeazel Feb 18, 2006, 11:51 AM Hi Weasel Op,
the virtual multiple wonder system was one of my ideas, but it didnīt work.
Itīs a wonder which gives another wonder to all cities of that civ. This wonder given by another wonder to all cities is present in every single city and gives the bonus of that wonder to every single city, but for the question if to raze a city, the AI doesnīt accept this "virtual" wonder as a wonder :(
Oh, I guess that won't do any good then. BfNY will have a little dummy wonder in each city. It's tedious to set up, but it should always work.
btw raising the OCN makes the AI less likely to raze cities. Once you have more cities than that, the AI will even raze good cities.
JuanM Feb 18, 2006, 12:08 PM a little dummy wonder in each city. It's tedious to set up, but it should always work.
So this is the best solution? What is it's effectiveness? Is it close to 100%, or does the AI have the temerity to raze cities with a damn great wonder in it?
...but since wonders can only be built once, does that mean that I have to create 300 different dummy wonders and place one in each city?!? :wow:
Is there not a way to modify the game to ban razing altogether?
recon1591 Feb 18, 2006, 12:29 PM U could also try what we've done in SOE.
1 == uncheck the pillage box for all units under the units tab.
2 == make a resource called Infrastructure. give it a bonus production or smth like that. And then place it under all the cities.
Sofar in testing our AI razing has gone from 8 out of 10 to 2 out of 20 cities being razed.
There might be a few other things as well, but i cann't remember right this min.
Plotinus Feb 18, 2006, 06:48 PM There's no way to ban razing altogether, I'm afraid. It's one of those little "features" that make CivIII such a special game.
As far as I know, the method of preplacing Wonders is not 100% foolproof (the AI *is* capable of razing a city containing one) but it is pretty close (the AI will raze such a city very rarely).
W.i.n.t.e.r Feb 18, 2006, 07:22 PM Wasn't there another way to deal with this within the Difficulty Page? Like setting the "percentage of optimal cities" to 100% and also setting the corruption slider to 100% (default)... I think someone mentioned this one before..?
WildWeazel Feb 18, 2006, 07:24 PM The AI is much more likely to raze if the OCN has been exceeded. I don't know about corruption. I would assume higher corruption levels would make it more likely to raze, but you can rarely think logically when it comes to the Artificial Idiot.
W.i.n.t.e.r Feb 18, 2006, 07:28 PM hm, then maybe it was 0% corruption... :< so long ago I can't be sure... but it had to do with those two things...
Civinator Feb 18, 2006, 09:44 PM A short summary about my knowledge with AI city razing:
1. Great wonders:
a) Stop "normal" AI city razing. Even "dummy" great wonders do the job.
Virtual great wonders are not accepted by the AI for stopping this.
b) Even great wonders canīt stop autorazing (or city-1-razing). To
deal with autorazing the culture of the city must be set to 10+
(expansion of the city borders).
2. Small wonders: Canīt stop city razing
3. Steps to minimize the risk that the AI razes cities without great wonders:
a) Register World Size => Optimal number of cities (OCN) to maximum
1000 (or 999)
b) Register Difficulty level => Optimal number of cities (OCN) to maximum
1000 (or 999); This must be done for each dificulty level that is allowed.
c) A resource in the tile where the city is placed
d) May be: to shorten the ability of units in pillaging
Addition as so many buds of the SOE-team post in this thread: In SOE the OCN in both registers is only set to 999 but it can be set to 1000. There is no documented experience what happens with the OCN be set to 1000.
recon1591 Feb 19, 2006, 06:32 AM Thanks Civi and Winter,
That was the 3rd 1 i couldn't remember that we did.
JuanM Mar 13, 2008, 02:47 AM I'm playing the game again and am wondering if a solution has been found to this. It is extremely frustrating to create a scenario with carefully placed cities only to have the stupid AI raze them to the ground. :rolleyes:
Please tell me you've discoverd how to fix this, and a method, mod, patch or crack has been developed to make the game playable. :please:
Ares de Borg Mar 13, 2008, 06:12 AM Yes, there is a solution. The NoRaze-Patch. (http://forums.civfanatics.com/showthread.php?t=194794&highlight=noraze) I love it and it works.
Some further notes (http://forums.civfanatics.com/showpost.php?p=6224574&postcount=88) how to use it.
JuanM Mar 14, 2008, 09:02 PM Yes, there is a solution. The NoRaze-Patch. (http://forums.civfanatics.com/showthread.php?t=194794&highlight=noraze) I love it and it works.
Some further notes (http://forums.civfanatics.com/showpost.php?p=6224574&postcount=88) how to use it.
I can't believe it. I downloaded the file, patched the game, and it works!!!!! The AI won't raze a single city, where before it wouldn't leave a stone standing!
Congratulations to the person who made this, and thank you for letting me know about it!
againsttheflow Mar 15, 2008, 12:39 AM I can't believe nobody brought it up till post 18. IMNSHO it's one of the best things on the site for scenario lovers.
Hi JuanM, :wavey: you're one of the only guys from around here, I live in Modelia. :)
BadKharma Mar 15, 2008, 09:34 AM I can't believe nobody brought it up till post 18. IMNSHO it's one of the best things on the site for scenario lovers.
Hi JuanM, :wavey: you're one of the only guys from around here, I live in Modelia. :)
Look at the dates of the posts. The no raze patch wasnt available until after those posts were made.
againsttheflow Mar 15, 2008, 01:55 PM Well lookie there, for a second there I thought I had bumped it.
JuanM Mar 16, 2008, 01:09 AM I can't believe nobody brought it up till post 18. IMNSHO it's one of the best things on the site for scenario lovers.
Hi JuanM, :wavey: you're one of the only guys from around here, I live in Modelia. :)
Hello! We're practically neighbors! :D
About this mod, it is the best thing to happen to Civ III since I've been playing it. I can testify that it works perfectly. The guy who made it should receive a medal from this site! :lol:
ĄSaludos! :)
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