View Full Version : How do you deal with annoying spy specialists?
Napalm102 Jun 08, 2008, 01:57 PM So, I'm either missing major part of the game or the city AI is really dumb. Why does it always pick a spy specialist out of all the specialist available. Just today I was trying to maximize production in my national park city (lots of free specialists), so I click on emphasise production icon and then on city center, the AI goes ahead and selects 5 spies and 3 merchants, although it can run 5 engineers and several priests?! I had to move everything manually, the production in the city almost doubled after I was done. And there are many examples like that, especially late game when you tend to have more specialists running. In my last game I've discovered a city running 4 spies instead of working 4 mature towns, wtf? Thats under US, Free Speach and with financial civ not even running Representation where you can at least argue that a specialist is maybe producing more beakers then town.
Is there any way to forbid the AI to select spies? I mean the obvious way would be to not building any building that allow spies, but this is no good way, courthouses are absolutelly necessary for large empires.
oranges Jun 08, 2008, 02:09 PM No way to prevent choosing spies whenever a city grows as AFAIK. However, once you choose certain specialists, it should not change them. I just go to the city screen whenever a city grows, made easier by BUG mod, which, among other things, gives a message a turn before and the one when the city grows.
Refar Jun 08, 2008, 02:12 PM Shoot them. They are all untrustworthy scum.
Seriously tho - if you assign a city governor, and assign another specialst (it will appear in a yellow box, to indicate that it's forced) the city governor will only assign that type of specialist (or none), so you will not be surprised by those spy's
Jimmyballz Jun 08, 2008, 02:42 PM (..a yellow box, to indicate that it's forced) the city governor will only assign that type of specialist (or none), so you will not be surprised by those spy's
^There's the solution; especially with NP and hopefully a lot of flood plains
Napalm, this topic was important to me :lol:& this thread may be helpful as well:
http://forums.civfanatics.com/showthread.php?t=273636
Napalm102 Jun 08, 2008, 02:51 PM Seriously tho - if you assign a city governor, and assign another specialst (it will appear in a yellow box, to indicate that it's forced) the city governor will only assign that type of specialist (or none), so you will not be surprised by those spy's
Heh, I was wondering why sometimes the yellow box appears and why sometimes not, I guees I know now, thanks.....Man things you find out after playing the game for a year :rolleyes: :lol:
Jimmyballz Jun 08, 2008, 02:56 PM ..made easier by BUG mod, which, among other things, gives a message a turn before and the one when the city grows.
(:run:..runs to get BUG Mod)
It took me a while to realize how necessary and helpful these notifications are- the Gov & I aren't always on the same page during the exact turn when city grows.:crazyeye:
Willem Jun 08, 2008, 08:00 PM made easier by BUG mod, which, among other things, gives a message a turn before and the one when the city grows.
Where is the BUG mod and why did he use a name that can't be used by the search function? You need at least 4 letters.
oranges Jun 08, 2008, 08:08 PM BTS Unaltered Gameplay, it should be linked somewhere on the main page. let me look
Edit: http://forums.civfanatics.com/forumdisplay.php?f=268
It should be advertised as BUG - the way CIV UI is supposed to be:D
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