Unfair AI behaviour..

duennbrettbohrer

Chieftain
Joined
Feb 21, 2001
Messages
11
Location
Munich, Bavaria, Germany
We all know the AI gets its units only partly by producing them in the standard fashion; many of them just appear by an "act of God", if there is a God in Civ. This in itself wouldn't be a problem for a good player; what's really annoying ist that the AI gets its new units IMMEDIATELY after the necessary discovery has been made.
Example: I play HotSeat with a friend, I have tanks, he hasn't. I give the tank tech. away to the Russians, my friends mortal enemies. What happens? The NEXT turn, the Russians turn up with EIGHT tanks and flatten everything in sight, I have to play on all alone..
I think that this sort of thing shouldn't happen: if the AI wants to cheat, there should be a time lag of about 3 turns before new military units appear out of thin air.
 
I agree. What is even more annoying is when they build things on the same turn they get an advance. In a game recently, the same turn that the Mongols (the only big civ left) got each spaceship advance, they immediately built all the parts they needed. For a player, you'd at least have to wait till the next turn before being able to change the build orders. So I lost the space race - the swine!
 
Supernaut, if that happens, you have to conquer their capital post haste! I remember the first time I got into the space race, I built the Apollo program and saw how nifty the world looked - I forgot that I was supposed to start building a space ship! so several turns go by and suddenly I hear all this clanking cacophany from another civ - it scared the $#!% out of me! (and yes, that was the only time I lost the space race to the AI...)
 
I hear you Magnus (and congratulations on promotion to Phalanx btw). Unfortunately, this was on TOT extended classic, and their capital was on Alpha Centauri!!! So I didn't really have a chance. Again, it was partly my fault for not starting building immediately, but I thought I had that aspecct under control, and I needed all my production to build armies because I had just gone into conquer the world mode. It was my first king level game, and I hadn't appreciated how quickly the Ai civs would develop when they started to co-operate. Suddenly I went from fighting off the odd frigate load of musketeers to rush building SAM systems!!
 
(thanks supernaut)

FYI - the only civ game I have ever played is MGE. anything I post refers to that game... until civ3 comes out!
 
When the AI discovers an advance he has nits the next turn. This is more than unfair...

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I have to admit, I'm one of those players who just enjoy kicking the crap out of those nosey computers so much that I nearly always tend to put "bloodlust" on. Maybe that's just me... * shrugs *
 
Here is an example,

I was playing the WWI scenario available here, in one turn i had taken several small cities in RUSSIA & i had taken LONDON earlier, LONDON was my 'science city'.

On the VERY NEXT TURN a RUSSIAN diplomat stole rocketry from the RUSSIAN VILLAGE, which i had only just taken.


Thats equivalent in real life to the Germans getting the details of the Manhattan Project because they lost the battle of the bulge.

Yet, whenever MY diplomats try and steal a technology, NO NEW TECHNOLOGY FOUND. <IMG SRC="http://forums.civfanatics.com/ubb/mad.gif" border=0>

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Nil Mortis Sine Lucre

[This message has been edited by thx1138 (edited May 19, 2001).]
 
could you make your point clearer.......

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Okay.

It just annoys me that when i am playing a WWII scenario for instance;

My Super Science City is in the middle of my empire, and mightily defended. I develop a great new tech. And i also conquer a few cities way over on the Russian border, these city have no amenities, no factories, or libraries. But one of those cities gets liberated by the Russians,THE VERY NEXT TURN and they get the new Tech straight away.

It just seems wrong to me.
 
I think AI cheating is justified by the fact that is stupid. If it played by the rules there would be no challenge whatsoever. But if you hate the AI so much move on over to multiplayer.
 
I had a <FONT size="5">BAD</FONT s> experiance of the Germans stealing Flight from me and then automatically getting like 10 fighters! They almost took some of my cities.
 
In one of the succession games I had an interesting experience just yesterday. The Germans were plugging along just like the pathetic swine that all AI civs are. In the first 8 turns of my reign they had only completed one tech (trade). They were researching Invention when I got Communism and lost MPE. 4 turns later I'm about to build UN to get my embassy back. But since I have espionage now, I send a spy to look at the nearest city I'm about to conquer - it's got 3 musketeers in it!

So after getting 1 tech in 8 turns, they discovered Invention, Gunpowder and built 3 Musketeers in the next 4? This had me so P.O'ed that I accellerated my assault on them. The next turn I took 4 of their cities (all with 2 or 3 muskets each) and investigated the capital which had 4 muskets and had a production box full on the 5th.

It's not like the AI doesn't need the help but that was a little too obvious for my tastes.

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DEATH awaits you all...with nasty, big, pointy teeth.
 
Yea,as i say in "Difficulty levels" the ai shouldn't cheat...plz Firaxis...No ai Cheats
Realistic difficulty levels
the more difficult it is the more could your empire keeps splitting (for example people from Corsica who want their independance whereas it makes more than 200 years they r french and not italian;the best example is the balkans where the turks acculturated originally slaves people);all this to say that every time a region has knows 2 cultures there r differences beetween the capitol and this region even after centuries.
 
At Deity level the AI can be affected by riots, it just takes a lot longer. I might have a size 3 or 4 city with 3 unhappy and the AI won't be affected until size 8 or 10. It gets even worse when they get ANY of the happiness wonders, that's why they're my highest priority to build.
 
henmike_sigo, by Riot Factor, I mean that when your empire gets too big for the government to handle it, the number of content people in the city decline from the usual amount that you get from the level you are playing on. For example on King level - if you are in Despotism, once you create a 12th city, you will see that in a random city, you will now only have 2 content people base, instead of 3. It gets worse the more cities you build until you change to a more effective government. This never occurs with the AI run civs.
 
Sorry, but have to disagree. In TOT the AI civs cities can riot and they are affected. I've got a Roman game that shows the Zulus in Ulundi rioting. While some of the discontent is caused by military units abroad it still shows the AI can be affected by unhappy people. I can send the file to anybody who wants to view it. My apologies if I wasn't clear before.
 
Apparently I am not getting thru to you, henmike_sigo, 'Riot Factor' is different (although related) than cities going into disorder.

On Diety level, if you have too many cities when you are in Despotism, the BASE people get unhappier, first the one blue one (content) turns red (unhappy) and then eventually one of the red people turns black (a DOUBLE unhappy person). Now the AI will always have the same number of BASE content people, they never have that lowered by the number of cities, YOU, however, have to deal with this. Got it? I am not going to discuss this any more - there is nothing more I can say on the matter. Either you understand it or you don't - or someone else more literate than I can pick up the ball.
 
Ok, I think my second post was off your original thought...sorry. But I still think the AI is affected by a 'Riot Factor'. My thought is the bar is raised MUCH higher for the AI. By the time it begins to affect the AI civ, it becomes moot because it'll have built improvements to nullify it. Checked my old Roman game and played around with the Sioux under cheat mode (not as them so it won't give the same restrictions as a human player). They were a monarchy with 15 cities and no happiness wonders. Sold temples or marketplaces as applicable and noticed that discontent rose little or not at all. Looked at the size of the cities (ranging from 2 to 9) and noticed that the bar as best as I can tell it might be around 8 or 9 pop size before the 'Riot Factor' becomes noticeable. Again, sorry for the misunderstanding.
 
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