View Full Version : AI overproducing corporate executives


Minmaster
Oct 17, 2007, 02:37 PM
i just finished a game with the new patch, and there's a problem with the AI overproducing corporate executives. i was on a big continent and fought several wars with the AI, and to my surprise their cities were not very well guarded and instead of military units, it was filled with corporate executives (saw with spies/espionage). some cities were excessive, had over 20 corporate executives just sitting in the cities doing nothing. some civs had all their cities with 10+ corporate executives while having only 4-5 units to defend them. when i was involved in a war, they started moving their corporate executives to a safer city, and due to espionage i saw all of them one by one leaving one city and entering another one, which meant waiting for like 10 minutes for the AI's turn.

is the AI mistaking the corporate executives as military garrison units? (like i said, they have fewer garrison units than pre-patch) why are they producing them in such quantities and doing nothing with them? anyone else experience this?

Quagga
Oct 17, 2007, 04:08 PM
A first try at a fix for this problem is now included in Bhruic's Unofficial Patch.

Minmaster
Oct 17, 2007, 04:17 PM
so this is a documented problem, thanks. i'll wait for the official patch though.

peter450
Oct 17, 2007, 04:56 PM
if there is another one

Aquatic
Oct 18, 2007, 09:10 AM
Bhruic's patch works fine for me!

Enigma256
Oct 18, 2007, 05:16 PM
so this is a documented problem, thanks. i'll wait for the official patch though.

good luck ;)

Mesix
Oct 18, 2007, 08:24 PM
so this is a documented problem, thanks. i'll wait for the official patch though.

I think I can here the Jeopardy theme song playing...

_alphaBeta_
Oct 18, 2007, 09:21 PM
If you look at this post (http://forums.civfanatics.com/showpost.php?p=6036055&postcount=336) in the unofficial 3.13 thread you'll see that someone made an XML-only fix. It reinstates the limit on how many executives anyone (you and AIs) can make. Previous to 3.13 it was three executives maximum. My feeling is the executive code never worked right, but the problem was masked by the fact that the AI couldn't build more than three. The 3.13 patch removed the limit totally, so the problem is now in everyone's face.

If you're more comfortable with this, just use this file and change it back to three if you like (it's currently six in the file IIRC).

Minmaster
Oct 19, 2007, 06:44 AM
how can it currently be 6 if i see 20+ executives in just 1 city?

_alphaBeta_
Oct 19, 2007, 05:25 PM
how can it currently be 6 if i see 20+ executives in just 1 city?

I'm saying if you implemented the fix in the thread I linked to the limit would be six. You can further thange that XML file to be whatever you want it to be.

theKurgen
Oct 19, 2007, 06:51 PM
so this is a documented problem, thanks. i'll wait for the official patch though.

ROFL!!!! I nearly spat coke thru my nose at the mere thought of someone playing 3.13 without Bhruic's patch.

Minmaster
Oct 19, 2007, 07:35 PM
sorry i am not familiar with these user made patches...

are these patches better than the official ones? why do we even bother having official ones if these community patches do the job?

Enigma256
Oct 19, 2007, 08:08 PM
because the official 3.13 patch still has problems (as you can see)

bhruic (and Solver for 3.02 and 3.03) fixes that, because Firaxis is too slow