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#1 |
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Warlord
Join Date: Jun 2005
Location: arcata, ca
Posts: 143
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ai movement
i've noticed that when i play against ai that the computer seems to have better movement then me. and if i make a movement mistake where i leave a piece of artillery out in the open he will come out of nowhere, take my artillery, and then disappear again. this is especially frustrating when i'm on terrain like desert where i can't even follow him. i can move like 1 square and he's moving all over the map. am i halucinating or does the computer get a major movement advantage.
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the great mystery |
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#2 |
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Lurker
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The AI does not cheat in movement. Period. It *knows* where you have defenseless units, however, and will procede to them until either (a) you defeat it, (b) you protect it, or (c) it captures it. However, this can be easily exploited by placing a worker or artillery piece next to the border of an AI, and declare war. Get the units' attention, and send them on a wild goose chase, while you capture their cities against little opposition.
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#3 |
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Warlord
Join Date: Jun 2005
Location: arcata, ca
Posts: 143
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i'm sure ur probably right but this is what i don't understand. situation that happened to me last night. i have hurt horses on a road w/ one square seperating me and enemy city. a lot of my horses get hurt so i try and make it back to my city and heal them. i get right next to my city but can't get in. the enemy still in his city is able to get to my horses and attack w/ his horses. if all things are equal he just made it two squares farther than me because he took his horses the one square that separted us, the square that i occupied and the distance that i had just covered.
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the great mystery |
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#4 |
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Chieftain
Join Date: Jun 2005
Posts: 26
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The AIs place particularly high emphasis on capturing workers, and will go out of their way to do so. It also loves to attack isolated and wounded units, and picks them off mercilessly, so you should keep offensive units stacked.
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#5 |
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Deity
Join Date: Feb 2004
Location: Oviedo, Fl
Posts: 13,259
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Things to consider are that the unit the AI is using had better movement than yours. Riders have 3 move, while Knights have 2. Units may be able to not pay movement cost over some terrain and treat it as if it has a road.
AI may be on a neutral parties land and have an RoP and be able to treat his land as if it was its own and get the benefit of its roads or rails. What ever the circumstances the AI did not cheat other than it knows the disposition of all of your units. So either you do not understand the mechanics or we are not given all of the facts. I would look at the advisor to see if they have an RoP, I would look at the Pedia to see what the characteristics of each unit shows. |
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#6 |
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OCC Rocks!
Join Date: Mar 2002
Posts: 1,444
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If your wounded horses were within the enemy's cultural borders, then the first step will take a full movement point, even if on a road. The enemy horses will benefit from the road, and move three steps along the road using one full movement point, thus gaining two steps on your horses.
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#7 | |
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That Old Time Religion
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Quote:
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#8 | |
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Deity
Join Date: May 2003
Location: Washington State
Posts: 6,852
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Quote:
when my citizens are killed like that.
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#9 |
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Spamalot Co-court
Join Date: Sep 2002
Location: The hill tile S-SE of San Francisco
Posts: 717
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The Road Rules:
Neutral roads – everybody can use them Roads in your culture border – only you and your Right-of-Passage partners can use them, everybody else has to crawl around as if there was no road. Roads inside another civ’s border – you can only use them if you have a RoP with that civ Roads inside an enemy civ’s border – you definitely can’t use them ![]() Units with the “treat all terrain as road” ability, like the explorer, well, treats all terrain as if it has road even if the tile had no road on it, and even if the tile is inside enemy culture border.
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#10 | |
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Warlord
Join Date: Jun 2005
Location: arcata, ca
Posts: 143
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Quote:
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