AW Shucks

I was hoping for more feedback on tech direction. Sounds like steel before rifling line.

In terms of tech stealing its too early to be thinking about spies but not too early to be thinking about devoting all our eps to one AI. The question is, which one? Too big and it will take forever to outspend them, too small and they won't have enough stuff to steal.
 
china, persia and englands are tech leaders
For me china have always been the best target.

I propose a city in the desert in the mexican california as trap city
 
Maybe we can try liberating a city to England or China? May not work from such a distance though. Tachy would know.

I still think an ice city on Greenland or the like is good. We can still send spies without having them exactly in our face.


At this point, I think we need to keep focus on big techs like Steel or Rifling. Steel may be better now since we can tech it directly. Military Science might be good as well since Grens will be nice defense. Thing that sucks about MS is it is dead end.
 
Liberating a city works to the nation who has the nearest capital and we don't call liberating a city when our capital is the nearest capital: we call keep the city.

China sucks. He will be obliterated.
 
Now now Miss Smartypants :lol:

I wonder if England is a possibility though. Not sure of the distance from Iceland or Greenland. Has to be 9 tiles, right?

I agree on China. They must cease to exist

Just realized we don't have an updated save, Pigs
 
ok Mr Smartypants :hatsoff:.

Go for steel next.

Put eps on England.

Finish the other 5 turns of my set then post a save.
 
I wonder if England is a possibility though. Not sure of the distance from Iceland or Greenland. Has to be 9 tiles, right?

Info there.

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Courage is a virtue.
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You're about to get it.
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Code:
DenialTypes CvPlayerAI::AI_cityTrade(CvCity* pCity, PlayerTypes ePlayer) const
{
	CvCity* pNearestCity;

	FAssert(pCity->getOwnerINLINE() == getID());

	if (pCity->getLiberationPlayer(false) == ePlayer)
	{
		return NO_DENIAL;
	}

	if (!(GET_PLAYER(ePlayer).isHuman()))
	{
		if (GET_PLAYER(ePlayer).getTeam() != getTeam())
		{
			if ((pCity->plot()->calculateCulturePercent(ePlayer) == 0) && !(pCity->isEverOwned(ePlayer)) && (GET_PLAYER(ePlayer).getNumCities() > 3))
			{
				if (GET_PLAYER(ePlayer).AI_isFinancialTrouble())
				{
					return DENIAL_UNKNOWN;
				}

				pNearestCity = GC.getMapINLINE().findCity(pCity->getX_INLINE(), pCity->getY_INLINE(), ePlayer, NO_TEAM, true, false, NO_TEAM, NO_DIRECTION, pCity);

				if ((pNearestCity == NULL) || (plotDistance(pCity->getX_INLINE(), pCity->getY_INLINE(), pNearestCity->getX_INLINE(), pNearestCity->getY_INLINE()) > 9))
				{
					return DENIAL_UNKNOWN;
				}
			}
		}
	}
 
Info there.

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Courage is a virtue.
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You're about to get it.
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Code:
DenialTypes CvPlayerAI::AI_cityTrade(CvCity* pCity, PlayerTypes ePlayer) const
{
	CvCity* pNearestCity;

	FAssert(pCity->getOwnerINLINE() == getID());

	if (pCity->getLiberationPlayer(false) == ePlayer)
	{
		return NO_DENIAL;
	}

	if (!(GET_PLAYER(ePlayer).isHuman()))
	{
		if (GET_PLAYER(ePlayer).getTeam() != getTeam())
		{
			if ((pCity->plot()->calculateCulturePercent(ePlayer) == 0) && !(pCity->isEverOwned(ePlayer)) && (GET_PLAYER(ePlayer).getNumCities() > 3))
			{
				if (GET_PLAYER(ePlayer).AI_isFinancialTrouble())
				{
					return DENIAL_UNKNOWN;
				}

				pNearestCity = GC.getMapINLINE().findCity(pCity->getX_INLINE(), pCity->getY_INLINE(), ePlayer, NO_TEAM, true, false, NO_TEAM, NO_DIRECTION, pCity);

				if ((pNearestCity == NULL) || (plotDistance(pCity->getX_INLINE(), pCity->getY_INLINE(), pNearestCity->getX_INLINE(), pNearestCity->getY_INLINE()) > 9))
				{
					return DENIAL_UNKNOWN;
				}
			}
		}
	}

sorry, that doesn't help me :)

for those as lasy as my, you can see the tachy message in one clic :p
 
Very clever, Tachy :lol: I assume this is penance I must serve for outing you as female

City must by <=9 from AI cap, Astre.
 
Si le IA a 3 villes ou moins, alors il ne rechignera aucune proposition, peu importe la location de celle-ci.
Dans le cas général, il faut que la ville soit à 9 cases ou moins pour que l'IA considère au moins l'offre.
Cependant, dans AW, il n'y a aucune possibilité de commencer un échange diplomatique.

Mais, je crois qu'en matière de libération de ville, les règles sont différentes et indépendantes de la volonté du IA. Et la distance importe peu, tout en sachant que notre capital doit être plus loin que la leur.
 
^^^hmmm, I thought Wastin Time showed that there was some was to do this, but I forget how

That is interesting about the 3 cities. I did not know that
 
thx tachy, that french is mutch more understandable that computer langage for me :)

in any case, since spain was killed, that let england, france or rome as possible 3 city or under...

but it is not possible in AW...
too bad, nice idea
 
Played a few more turns. Whipped out some frigates, sunk a few caravels. Founded new city in the Pantanal (central south america). Mexico generated non stop muskets. At the end of the set we're 3 turns from steel. I don't think Qin has rifles but judging from his research path he may well have traded a bunch of stuff for it.

Beginning to warm up.
 
Qin was 1 turn from Rifles when I handed off

Edit: Proof that I'm not always FoS:lol:

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Chicago should switch the lakes for the towns from Iowa
 
This and many other basic mistakes will surely be corrected by the next player, which just happens to be r-rolo1, warmonger extraordinaire and a contented member of staff.
 
we need cities to buid troops in south america.
For the rest, america fortress is building up :)
this game sound like a tower defence game to me :crazyeye:
 
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