Against the chaos, experienced help please

FinnMcCool

Crazy in the right way...
Joined
Nov 12, 2004
Messages
608
Location
Walla Walla Washington (really)
One thing that always bothered me was the way the AI changes its alliances so randomly. It creates the impression that a mere machine has no loyalty. Duh. I wondered if any experienced modders out there knew of ways to "direct" the AI to remain loyal.

Is it merely a matter of how much can an AI civ profit by remaining loyal? I don't think so. Italy dropped its ROP in a LA with Germany and didn't renew its trade of Oil for Reich. No SS Tigers for you! Mere tanks from now on...

Many times I see AI civs create an alliance that doesn't even last the turn! Is there any way this can be minimized?
 
FinnMcCool said:
One thing that always bothered me was the way the AI changes its alliances so randomly. It creates the impression that a mere machine has no loyalty. Duh. I wondered if any experienced modders out there knew of ways to "direct" the AI to remain loyal.

Is it merely a matter of how much can an AI civ profit by remaining loyal? I don't think so. Italy dropped its ROP in a LA with Germany and didn't renew its trade of Oil for Reich. No SS Tigers for you! Mere tanks from now on...

Many times I see AI civs create an alliance that doesn't even last the turn! Is there any way this can be minimized?
Put them in a locked alliance?
 
All good suggestions, to be sure. Thanks. But I was thinking of something a little deeper. LA and favored govs seem to work a little, but the AI is still acting too randomly.

For instance, Italy and Germany had LA, but Italy refused to renew trade and ROP, which I assumed would have been automatic. It isn't. The oversight is mine, since during one of those turns when Italy declared peace with my enemy Scandinavia, and I didn't do the same, she considers it an insult. Bah.

Flavors don't seem to be very effective; after all, it's only supposed to change the civ's tendancy to research or build something. But I'm wondering if it will work to create civ-specific wonders/buildings/units and assign them a flavor, would that (for instance) increase the AI's loyalty? Or at least tendancy not to declare war/peace outright?

Any other ideas?
 
But I was thinking of something a little deeper.
Not to rain on your parade or anything, but people have tried to tweak the Civ 3 AI for years, with little success... :s
 
FinnMcCool said:
But I'm wondering if it will work to create civ-specific wonders/buildings/units and assign them a flavor, would that (for instance) increase the AI's loyalty? Or at least tendancy not to declare war/peace outright?

I can't imagine any way to do that. As you say, flavours are just meant to get the AI to build/research given things, not influence their foreign policy.

There are ways to make the AI more likely to declare war on a given civ, such as placing desirable resources in certain locations. But I don't know of any way to encourage them to be friendlier to a given civ. The only time an AI is really likely to be loyal to an ally is when they have a common enemy. If you want to encourage two civs to be hostile to a third, that might be a way of encouraging those two to be friendly to each other, but it would hardly be securely reliable.
 
at mrtn: if you'll recall the Joker in Batman the movie: "Ever dance naked in the moonlight?"... Rain is just another reason to have a parade. ;)

at Plotinus: thanks for the input. Resources can be an excellent way of controlling the AI. A resource can be anything, from Uranium to Exploding Sheep (hello Zombified NY) and that's been where I'm tweaking.

For my mods, I've usually only added 1 extra resource in the equation, such as "Reich" for Germany which Italy can use to build heavy units, but only Germany has. Should promote trade. Perhaps if I turn on the highbeams and go overboard with numerous new resources, all placed specificly in the mod to encourage trade?
 
Back
Top Bottom