View Full Version : No Razing & Phony Wonders


embryodead
Feb 03, 2007, 12:54 PM
A simple question to scenarios people that have experience with using "phony wonders" to prevent city razing - does it work 100% of the time or just "most of the time"?

Thanks!

Synsensa
Feb 03, 2007, 12:58 PM
It should work 100% of the time, since I don't think the AI wants to raze a city with a wonder in it. The AI is stupid, they can't tell a nothing wonder beside a wonder which has everything.

embryodead
Feb 03, 2007, 01:05 PM
I know that but I'm looking for empirical data ;) It's possible I have found a way to prevent global city razing without the use of the exe hack nor 500 phony wonders but I need to know that very basic thing first.

The Loser
Feb 03, 2007, 01:09 PM
It doesn't work at 100%
Look at El Justo's AOI..
I still see some razing by the AI, but it is much less then before.

embryodead
Feb 03, 2007, 01:20 PM
I admit I don't play modern scenarios, which is why I asked, but as far as I understood from the AOI thread, it has PWs only in some essential cities. Does it happen that those particular cities (capitals and such) get razed?

Red Door
Feb 03, 2007, 01:26 PM
The only way to get rid of razing is to DL Skyer 2's No Razing "Patch."

The Loser
Feb 03, 2007, 01:26 PM
I'm sorry, but you're wrong :D
There are PW in EVERY city, a gigantic task btw.
Still sometimes the AI razes one of these city, i don't know why but it happens.

Civinator
Feb 03, 2007, 02:05 PM
Hi embryodead,

as far as I know, phony wonders can´t protect against "autorazing" (= citysize 1 and culture <10).

One hint, if you should consider that: The multiple wonders system (a wonder that gives a wonder to every city) doesn´t work as the AI doesn´t consider these "virtual" wonders as wonders for the razing-cheque.

I´m interested how you will do the trick. My workaround of the razing problem on fixed maps are "size-zero"-cities on fixed city-spot-terrain.

embryodead
Feb 03, 2007, 02:23 PM
Well you have pretty much summed it up Civinator ;) Nothing new I guess :( I gave my civs in MEM a free GW each, named after their kingdom e.g. England gets "Kingdom of England", Burgundy gets "Duchy of Burgundy" and so on. Apart from it protecting the capital from razing and giving an illusion of vassalage/foreign rule when capturing enemy capital, I discovered those can put multiple identical wonders, in fact the same one in every city on the map. But if you say the AI doesn't recognize them as a legitimate wonders, then the point is moot :( For a second I was excited because that would work on random and clean maps as well.

Are "size-zero" cities are your civ2 resource-cities ? How does that prevent from razing, or is the point that if the city is razed, a new one will be built in the exact same spot, since those are fixed? EDIT: or maybe does the AI not raze the city if it cannot find a better spot nearby?!

utro43
Feb 03, 2007, 02:23 PM
....My workaround of the razing problem on fixed maps are "size-zero"-cities on fixed city-spot-terrain.

could u perhaps explain this a little further?
or direct me to a thread where it has been?

i'm very worried now about my mod! :(

EDIT
i think i see maybe how this works.....
u set up the map so all terrain on the map is crappy for city building,
then place certian terrain that IS good for cities on special tiles.
is that it, or am i totally off here? lol

Civinator
Feb 03, 2007, 03:09 PM
@ embryodead:

Here you can see my glorious crash with that idea :) :
http://forums.civfanatics.com/showpost.php?p=2998492&postcount=3647
http://forums.civfanatics.com/showpost.php?p=3017026&postcount=3735

But may be, you do it better. :)

Yes, the size-zero" cities are my civ2 resource-cities. They don´t prevent the AI from razing that city, but on the map that city still exists. In combination with another resource next to that resource city, that has the name of that city on it, even the name of that city still remains. The names for these cities in the editor are 1st English City, 2nd English City ... and so on, so that a clear identification of that city for spying is possible.

The city names on bonus resources are nice fillers for the 32-bonus-resources -block against the (your !) resource overflow bug.

@ utro43: Your edit is right. I use the marsh-terrain as the only terrain, where cities can be founded. If the marsh terrain is set to transparency, it shows in a nice green on the map (at least with Ares terrain). It seems, the AI handles this well. :)

embryodead
Feb 03, 2007, 03:25 PM
Thanks for the info! My thoughts so far: you seem to have used a different PW for every civ ("Germany Wonder" etc.). Did you try the same, but with one universal wonder for all civs? As I understood from your post, the AI tries to raze the city before its PW appears in it, but if the city has the same wonder that the attacker has, and that wonder is available through a tech, it should "capture" it and not add its own wonder.

Civinator
Feb 03, 2007, 03:53 PM
The post in my first link to that problem was an early sign, that the theory doesn´t work and a first guess from me, why it works in that way.

Than I made a lot of combinations (but if I remember well, not that one virtual wonder is given to all civs). But, as you can see in one of the screenes, I gave the city that was razed the virtual wonder of the civ that did raze it. It seems, the virtual wonder - so it is present in the cities and giving its benefits to those cities, when you look into that city in the debug mod - is not accepted by the AI as located in that city. When I looked into the wonders screen, the virtual wonders from AI civs are shown with completely wrong locations -and only one (wrong) location for each wonder.