LowtherCastle
Deity
- Joined
- May 18, 2005
- Messages
- 23,723
*snip*
Does anybody know how long it can take 'til an AI converts towards another religion if that religion is dominant or what makes an AI convert its religion? I somehow remember that AIs evaluate civics every 5T if SPI or every 20T if non-SPI or so and that the timings again are different for non-war-phases and war-phases, but I'd need some reliable info.
Tia.
Sorry for not responding sooner. Was busy playing the game.Does anybody know how long it can take 'til an AI converts towards another religion if that religion is dominant or what makes an AI convert its religion? I somehow remember that AIs evaluate civics every 5T if SPI or every 20T if non-SPI or so and that the timings again are different for non-war-phases and war-phases, but I'd need some reliable info.
Tia.
Very interesting, especially the difference between bribes and espionage and the auto-switch difference between SPI and not. All sorts of ramifications of that info.Sorry for not responding sooner. Was busy playing the game.
Turns until AI considers another civic switch:
Religions:
SPI: 10t
non-SPI: 15t
after bribe via diplo: 10t
after espionage mission: 5t
Civics:
SPI: 10t
non-SPI: 25t
after bribe via diplo: 10t
after espionage mission: 5t
If your army is right there, it's hard to pass up the 2 cities, especially since they look like they have nice resources and forests. But, I see it's not your first 2 cities--you already have 5, so that makes it easier to pass for now.
You could get a double shrine with Judaism, plus you get Monotheism.
It wont take 100 turns. Hatty will accelerate that.
Sorry for not responding sooner. Was busy playing the game.
Turns until AI considers another civic switch:
Religions:
SPI: 10t
non-SPI: 15t
after bribe via diplo: 10t
after espionage mission: 5t
Civics:
SPI: 10t
non-SPI: 25t
after bribe via diplo: 10t
after espionage mission: 5t
I've found this to be mostly accurate during testing.A quick look at the code shows (BTS 3.17): Every player has a counter starting at 0 and incrementing every turn his units are on strike, it appears there is no way to reset this counter. In case of strike and counter > 1 the game will disband up to counter/2 units (disbanding will stop if break even is reached).
Units safe from disbanding: transports with cargo, GPs, single military police
Factors that decrease the likelihood of a unit to be chosen for disbanding:
Units sorted according to Type/AI from least likely to most likely to be chosen for disbanding:
- high production cost
- high XPs + level
- city defenders
- currently in home territory
Sea Explorers, Settlers, Work boats, Scouts/Explorers, Spies, Workers, Missionaries, City defenders, non offensive Navy, ICBMs, non offensive Air Force/Missiles, all other units (mostly offensive).
So maybe producing cheap low xp Warriors/Archers/Chariots and moving them out of one's territory quickly to "sacrifice" them might help to keep those valuable CR3 Swords/Maces/Trebs at the front alive. Still, the choice of the units for disbanding is sort of a Russian Roulette, since -no surprise- the RNG has quite an impact there too...
I read your post Kaitzilla. It's an idea but I don't think it necessarily works. You don't lose 30for a Quechua that you whip, you lose 1 population and 1 population is at least 90
. The OF
is completely wasted so it doesn't matter. If you need to spread Sushi to 300+ cities then that takes over 100 turns. From my experience one maybe loses something between 1000 and 1500
during a non-GA phase. If spreading takes 100+ turns then one would at most lose 100k of
during that phase. The Quechuas you'd whip at the same time however cost over 200k of
. Whipping is not even efficient anymore at the size the cities will have then, a size 30-40 city maybe has an efficiency of 1
= 0.5
, so you're wasting over 400k of
. Now lets say you run Enviromentalism and by that gain 6
/ city because of the extra
, then that's 900
/ turn. Assuming you save 900
in 150 cities for 50T then that's 7M of
. If you waste 500k of them then you still gain 6.5M through enviromentalism. 900
/ turn extra only allow you to whip maybe 10 Checkers / turn so if you'd need to whip 50 or even more then you'd waste x times more
than you'd gain from Enviromentalism.
The deficit when not running Enviromentalism is not that great though. Even 1000can be quite easily countered by a few GMs that one will get every few turns because of the crazy amount of population and Specialists. Building a strong economy that finances the island-cities is possible via building Banks in the continental cities and specializing them to Cottages. Maybe this is something for the few very final turns but the point at where the loss through strike comes much faster than the gain from Enviromentalism is after a few turns. Maybe if you'd need to produce 10 Checkers because those would get disbanded, but you'd need to save a GA for the final turns. If at all then be very careful and be aware that an earlier GA also helps spreading Sushi faster, helps REXing at a higher rate and that you need something to end the game with. Founding a 9-tile-city in the very end is not possible, there's almost no land left at the end of the game so you need units and need to conquer cities.
I read your post Kaitzilla. It's an idea but I don't think it necessarily works. You don't lose 30for a Quechua that you whip, you lose 1 population and 1 population is at least 90
. The OF
is completely wasted so it doesn't matter. If you need to spread Sushi to 300+ cities then that takes over 100 turns. From my experience one maybe loses something between 1000 and 1500
during a non-GA phase. If spreading takes 100+ turns then one would at most lose 100k of
during that phase. The Quechuas you'd whip at the same time however cost over 200k of
. Whipping is not even efficient anymore at the size the cities will have then, a size 30-40 city maybe has an efficiency of 1
= 0.5
, so you're wasting over 400k of
. Now lets say you run Enviromentalism and by that gain 6
/ city because of the extra
, then that's 900
/ turn. Assuming you save 900
in 150 cities for 50T then that's 7M of
. If you waste 500k of them then you still gain 6.5M through enviromentalism. 900
/ turn extra only allow you to whip maybe 10 Checkers / turn so if you'd need to whip 50 or even more then you'd waste x times more
than you'd gain from Enviromentalism.
The deficit when not running Enviromentalism is not that great though. Even 1000can be quite easily countered by a few GMs that one will get every few turns because of the crazy amount of population and Specialists. Building a strong economy that finances the island-cities is possible via building Banks in the continental cities and specializing them to Cottages. Maybe this is something for the few very final turns but the point at where the loss through strike comes much faster than the gain from Enviromentalism is after a few turns. Maybe if you'd need to produce 10 Checkers because those would get disbanded, but you'd need to save a GA for the final turns. If at all then be very careful and be aware that an earlier GA also helps spreading Sushi faster, helps REXing at a higher rate and that you need something to end the game with. Founding a 9-tile-city in the very end is not possible, there's almost no land left at the end of the game so you need units and need to conquer cities.
Then draft more Muskets and change civics to go into a long Anarchy to keep them from disbanding long enough to conquer 1 AI city.
Isn't this a banned exploit? It should be.
Maybe there could be a separate HoF table for the people who just want to play the game within a reasonable interpretation of how the developers would have wanted it.
Isn't this a banned exploit? It should be.
Maybe there could be a separate HoF table for the people who just want to play the game within a reasonable interpretation of how the developers would have wanted it.
Perpetual Anarchy: DISALLOWED: It is possible to operate in a near-perpetual state of anarchy to prevent losing units due to going broke with high maintenance costs. By revolting to anarchy, and ensuring that the anachy is a minimum of four turns, no units will be disbanded due to lack of maintenance funds during the anarchy period. On exiting anarchy, there is a one-turn grace period in which no units will be disbanded - long enough to produce more units from forest chops (that get stored-up in the production box during anarchy) and then revolt again. This is considered exploitive.
Playing Guideline: You are allowed to revolt however frequently you like, provided you can pay for your units! If you cannot afford your unit upkeep, you may not revolt until at least four turns* after then end of the last anarchy period.
*This period may be reviewed.