First regent win..some questions and comments

Shad77

Chieftain
Joined
Aug 31, 2008
Messages
34
So as the title says:

What process does the AI use to decide if it is going to declare war? Towards the end of this game ( Space Race Victory) the AI decided to attack me with about 500 CAV's. They came through a mountain pass and i was able to really hurt them with bombers and arty and mop them up with tanks and modern armor. But the attack made little sense. It had NO chance of winning and I had been at peace and traded with with country the entire game. Clearly it was a last ditch move by the AI to stop me, just as clearly it couldn't work. After a few turns I razed some of the AI cities and they begged for peace. Does the AI consider its own survival or chance of winning before attacking?

Another question: I had to go to war three times in this game. ( I had planned to go all out peace so I was in REP and then DEM when the wars took place.) I went to war because I had no saltpeter then no oil then no urinium..despite controlling over 30% of the land mass. The land mass I did not control had FOUR oils while a small island had another..yet there where NONE on mine? I know certain types of land determine which resources pop up there, but is there a way to tell before hand where each resource will appear?

The AI could really use a lesson in combined arms. While they outproduced me they frequently moved CAV's away from infantry..which made my bombers and arty much more effective..no question just a comment.

And at last: The game could use the following commands:
1: Re-base all bombers <city>
2: Wake all <unit type>
3: Send all new <unit type> <city>
4: Report all cities WITHOUT <unit type>
5: Some sort of alert when an AI has units on your soil and the ability to scrolls from one to the next with a single key stroke
6: Find <resource> because I'm lazy and hate hunting all over the map :)
7: A few more choices when talking to the AI's...things like: If you settle in that area I will burn every one of your citys down, enslave all your people and erase your civ from the history books :)
 
And at last: The game could use the following commands:
1: Re-base all bombers <city>
Use the Move Command. X or Ctrl-X if you have Bombers and Fighters in that city.
2: Wake all <unit type>
What I do is right click on that city, wake all, and move the ones out that I want using the Ctrl-X Command. And you can move a bunch arounnd easy if you have rails.
3: Send all new <unit type> <city>
Pretty much the Move All again. X or Ctrl-X.
4: Report all cities WITHOUT <unit type>
5: Some sort of alert when an AI has units on your soil and the ability to scrolls from one to the next with a single key stroke
6: Find <resource> because I'm lazy and hate hunting all over the map :)
CivAssistII can do this. Link in my sig.
7: A few more choices when talking to the AI's...things like: If you settle in that area I will burn every one of your citys down, enslave all your people and erase your civ from the history books :)

Yeah, this one I'd really like.

I've also got linked in my sig some .pdf's for commands and unit stats...check them out. :)
 
So as the title says:

What process does the AI use to decide if it is going to declare war? Towards the end of this game ( Space Race Victory) the AI decided to attack me with about 500 CAV's. They came through a mountain pass and i was able to really hurt them with bombers and arty and mop them up with tanks and modern armor. But the attack made little sense. It had NO chance of winning and I had been at peace and traded with with country the entire game. Clearly it was a last ditch move by the AI to stop me, just as clearly it couldn't work. After a few turns I razed some of the AI cities and they begged for peace. Does the AI consider its own survival or chance of winning before attacking?
The AI has its own logic for declaring war. :shake:
Another question: I had to go to war three times in this game. ( I had planned to go all out peace so I was in REP and then DEM when the wars took place.) I went to war because I had no saltpeter then no oil then no urinium..despite controlling over 30% of the land mass. The land mass I did not control had FOUR oils while a small island had another..yet there where NONE on mine? I know certain types of land determine which resources pop up there, but is there a way to tell before hand where each resource will appear?
If you use CivAssistII, it can tell you where the resources are located before you find the right tech. Or just watch for unusual AI city placements; that is also a tipoff, since the AI does know where the resources will be.
And at last: The game could use the following commands:
1: Re-base all bombers <city>
2: Wake all <unit type>
3: Send all new <unit type> <city>
4: Report all cities WITHOUT <unit type>
5: Some sort of alert when an AI has units on your soil and the ability to scrolls from one to the next with a single key stroke
6: Find <resource> because I'm lazy and hate hunting all over the map :)
7: A few more choices when talking to the AI's...things like: If you settle in that area I will burn every one of your citys down, enslave all your people and erase your civ from the history books :)
I like the Wake All Units of <Unit Type>. That would be helpful when trying to find them and disband them. It might be possible to activate a unit from the Military Advisor screen, when you group them by unit types. I know you can select a unit and make it the center of the game screen; I haven't tried to just 'activate' it, though, so it may not work.
 
The one command I always wanted was the "shot across the bow" for those ships that are just playing around my shores to start a riot. The SAB command would let the AI know that you really, really mean it when you say get lost but does not start all out war. The AI may choose to declare but the blood is on their own heads then.
 
The one command I always wanted was the "shot across the bow" for those ships that are just playing around my shores to start a riot. The SAB command would let the AI know that you really, really mean it when you say get lost but does not start all out war. The AI may choose to declare but the blood is on their own heads then.

Agreed.

Also, when a damn AI settler settles on your expanded culture area (not in it, but overlapping) - that should be a DOW.
 
Agreed.

Also, when a damn AI settler settles on your expanded culture area (not in it, but overlapping) - that should be a DOW.

While I agree about the boats being annoying (I just want to drop a tac nuke on the fleet of ironclads the AI consistantly has darting all over my national waters :mad:), I can't say the same for the settler... I drop faaaaar too many a' town near computer turf, since the AI wastes tiles like crazy. Plus, the close city placement makes it more likely to nab computer cities thru culture. Last regent I played, I ended up stealing five chinese, two aztec, one american, and one roman city without unholstering a sabre. (although one of the chinese cities flipped back late during a lengthy, unpopular war with the indians :blush:)
 
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