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#1 |
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Prince
Join Date: Aug 2002
Location: St. John's, Newfoundland
Posts: 439
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AI Razing Cities - Stopping them?
I've made a new scenario - Rise of Rome - and for reasons inherent in the scenario, I don't want cities to end up razed, nor do I want to allow civs to build new cities.
Usually things are fine, but I've noticed that sometimes cities do get destroyed - usually in the east where the Parthians are fighting the Selucids in a locked alliance. Now, I'm wondering if there is any way to stop the AI from razing cities. I doubt you can turn the option off, but is there perhaps a way to "trick" the AI? What factors determine when they decide to destroy cities? All of the cities on the map have culture, and population. Would wonders, even just dummy wonders, help? It's not too bad, usually just one city per game, but it is very annoying, and ruins the ambiance of the game. |
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#2 |
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Civ3 Modding Archivist
Join Date: Nov 2001
Location: The lone and level sands
Posts: 8,461
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Under "Scenario" in the editor, on the "Scenario Properties" tag, uncheck "Default Game Rules" and you'll see that "City Elimination" is optional.
-Oz
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"God of our fathers, known of old -- Lord of our far-flung battle line -- Beneath whose awful hand we hold Dominion over palm and pine -- Lord God of Hosts, be with us yet, Lest we forget -- lest we forget!" May you be at peace, General 666
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#3 | |
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Raytracing
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Quote:
I have no clue how the above setting will affect this.
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#4 |
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Maker of Worlds
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Oz, that's not it- City Elimination is a game type that kills off a civ when they lose a certain number of cities, like in the Middle Ages conquest. It also causes (according to the help file) cities to always be razed when captured, but not flagging it (default) does not prevent all razing.
Tendency to raze is also related to optimal city number. The more cities there are above that, the more likely the AI is to raze.
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Civilization + Minecraft = CIVCRAFT 2.0 ![]() Don't have Conquests? Let me help you out. MOD | FOLD | BLOG | TWEET |
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#5 | |
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Civ3 Modding Archivist
Join Date: Nov 2001
Location: The lone and level sands
Posts: 8,461
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Quote:
... Yet I also agree / remember that the OCN does come into play ... -Oz
__________________
"God of our fathers, known of old -- Lord of our far-flung battle line -- Beneath whose awful hand we hold Dominion over palm and pine -- Lord God of Hosts, be with us yet, Lest we forget -- lest we forget!" May you be at peace, General 666
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#6 |
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quick & merciful
Join Date: Sep 2003
Location: Kentucky
Posts: 777
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What about making all cities Victory Point Locations? Might the AI be more inclined to preserve them then?
From a historical perspective, though ... didn't the Romans raze cities? In a "Rise of Rome" scenario, I would want the AI to raze MORE cities, not fewer.
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"You find her source, and we'll introduce her to her Insect Reflection." -- Tara |
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#7 |
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King
Join Date: May 2002
Location: wilmington, n.c.
Posts: 820
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ther are alot of things that can be done to help slow down this problem. But it won't stop it completely. We've triied everything in SOE and here is a list of the best ideas.
1) on the units tab for all units uncheck the pillage box for all units. 2) on the world sizes tab where is says optimal # of cities. Put 999 for all size maps. 3) on the Difficulty levels tab. Do the same as #2 in the Percentage of optimal cities for all levels. Hope this helps u out. |
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#8 |
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Philosopher
![]() Join Date: Nov 2003
Location: London
Posts: 14,845
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The only really reliable way to stop the AI razing a given city is to preplace a Wonder in it, as far as I know. Not really ideal for all cases!
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#9 |
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Maker of Worlds
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Doesn't raisng OCN affect corruption too? You might have to adjust govs too to compensate.
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#10 | |
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Prince
Join Date: Aug 2002
Location: St. John's, Newfoundland
Posts: 439
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Quote:
Destroying all of Ireland (Hibernia) seems a little strange ![]() One idea I have is to put dummy wonders in. Since they're all named after provinces, maybe I'll name them after cities, so you'll get a pop-up like "Emperor, we've captured Judea, and the great city of Jerusalem" or something like that. I will however look into changing the optimal cities, though right now they are pretty good - the civs doing the most razing are, I think, the Parthians with only 3-4 cities or the Selucids with about 8 cities. |
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#11 | |
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Awakening...
Join Date: Nov 2001
Location: Minnesota
Posts: 5,560
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Quote:
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I do not regret the things I have done, but those I did not do! |
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#12 |
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Emperor
Join Date: Aug 2002
Location: Seoul, South Korea
Posts: 1,271
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Doesn't changing optimal number of cities effect when/if you can build forbidden palace? No sure if this applies to world size optimum or difficulty.
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#13 | |
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Irresistibly Attractive
Join Date: Aug 2001
Location: Not on your side
Posts: 27,780
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Quote:
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