civ4-advciv-oracle-bug
Warlord
- Joined
- Jan 18, 2025
- Messages
- 148
This example is more of a question, it is example 29.
After capturing Ragnar's capital, i notice he has no granary (nor barracks) in his capital (no building at all in fact). (His other 2 cities that i destroyed were also empty if i remember correctly).
Shouldn't the granary be given a higher priority? Especially if he is a warmonger, he should want something like a granary and maybe also slaving barracks.
If he is a warmonger, he would want promoted units.
I understand maybe for the early archer rush, but except for that in 100+ turns still not having any building in his capital that has tons of hammer + sheep is strange.
Would you consider making granary higher priority or/and barracks for warmongers at least.
I also noticed this in another save file where captured capital (aksum if i remember correctly, i think it was example 16 btw i mean if i am not mistaken i mean anyways), i could provide more save files if you want to investigate.
If this is known or/and expected, i would suggested getting either a granary or barracks or both, especially for warmongers, if city is a productive one.
I assume he slaved a few times to produce all these swordsmen, so it would be inefficient to produce them manually while being saturated in food growth i mean.
Would you want to make AIs have a higher early focus on either of these buildings, notably if they are warmongers, at least in their production cities (instead of producing units drop by drop and not slaving, or slaving and not having a granary to maximize it for example i mean anyways)?
Perhaps this would incorporate well with the more long term war declaration instead of rushing it then withdrawing and having lost more in the long run than building a few more units and maybe one fo these buildings or both buildings first? Perhaps a more defensive early game but that aims at conquest later, which is not the same as being passive or too friendly i think i mean. Also this would be adjusted by difficulty so maybe it would be a function of already produced units and production rate or something i dont know how you would code or implement it i mean these are suggestions i mean, but i think one way or another getting the granary, or rather skipping the granary or/and barracks is bad for a warmonger in particular, after the first early invade fails he would have 2 less buildings than me who survived, so better invest a bit more and have a stronger offense and stronger production potential some more time later?
What do you think of this? Thanks,
After capturing Ragnar's capital, i notice he has no granary (nor barracks) in his capital (no building at all in fact). (His other 2 cities that i destroyed were also empty if i remember correctly).
Shouldn't the granary be given a higher priority? Especially if he is a warmonger, he should want something like a granary and maybe also slaving barracks.
If he is a warmonger, he would want promoted units.
I understand maybe for the early archer rush, but except for that in 100+ turns still not having any building in his capital that has tons of hammer + sheep is strange.
Would you consider making granary higher priority or/and barracks for warmongers at least.
I also noticed this in another save file where captured capital (aksum if i remember correctly, i think it was example 16 btw i mean if i am not mistaken i mean anyways), i could provide more save files if you want to investigate.
If this is known or/and expected, i would suggested getting either a granary or barracks or both, especially for warmongers, if city is a productive one.
I assume he slaved a few times to produce all these swordsmen, so it would be inefficient to produce them manually while being saturated in food growth i mean.
Would you want to make AIs have a higher early focus on either of these buildings, notably if they are warmongers, at least in their production cities (instead of producing units drop by drop and not slaving, or slaving and not having a granary to maximize it for example i mean anyways)?
Perhaps this would incorporate well with the more long term war declaration instead of rushing it then withdrawing and having lost more in the long run than building a few more units and maybe one fo these buildings or both buildings first? Perhaps a more defensive early game but that aims at conquest later, which is not the same as being passive or too friendly i think i mean. Also this would be adjusted by difficulty so maybe it would be a function of already produced units and production rate or something i dont know how you would code or implement it i mean these are suggestions i mean, but i think one way or another getting the granary, or rather skipping the granary or/and barracks is bad for a warmonger in particular, after the first early invade fails he would have 2 less buildings than me who survived, so better invest a bit more and have a stronger offense and stronger production potential some more time later?
What do you think of this? Thanks,