List of AI Stupidities

scloopy said:
I also lost an ironclad once to a frigate. I think the frigate was a vet and the ironclad came from a city without a harbor. But, it still seems really strange that it could happen like that.

I don't know. Ironclads were basically steam-powered and iron-plated frigates. You can read about some here: http://home.freeuk.com/gazkhan/warrior.htm
 
Scloopy,

It just ocurred to me to go into the editor to prevent these kinds of things. I'm thinking of doubling the attack and defense of all foot units beginning with musketeers. And then 1.5x the Cavalry and 2x the Tank units. Seems like this would work nicely. Except that then I'd have to double all the bombard values for artillery and also for ships, which would also force me to double the attack/defense values for all ships. But it's an idea and I might eventually do it for my personal mod.
 
NP300 said:
Scloopy,

It just ocurred to me to go into the editor to prevent these kinds of things. I'm thinking of doubling the attack and defense of all foot units beginning with musketeers. And then 1.5x the Cavalry and 2x the Tank units. Seems like this would work nicely. Except that then I'd have to double all the bombard values for artillery and also for ships, which would also force me to double the attack/defense values for all ships. But it's an idea and I might eventually do it for my personal mod.
Sounds like a good idea. That is a great site, BTW. Thanks.

I am trying now to learn at the higher levels of the games and so far what I have learned is I end up dead faster.
 
I guess we could all consider the AI winning battles they shouldn't sort of like the Ewoks on STAR WARS. Who would have thought that such primitive methods could work so well. (My personal favourate is the logs: you know, where the two legged machine of the Empire (can't remember the name ATAT or something) is walking along and the Ewoks let loose all these logs and the machine can't walk anymore!).
 
Maybe if I remember the the Ewoks next time a spearman beats my tank it will make me feel better.
 
An AI town has three workers in it running all around the place and they have yet to build a road to anything.

I also wonder why so many AI cities have no roads or improvements, but can produce a ton of units from a town with only two citizens and the town has had only two citizens and no improvements for 200 or more years.

Oh well, as they say "Mine is not to wonder why ..........
 
Mechanical_Animal said:
I was playing a game recently where there were 4 civs left, me, the Spanish, the Mongols and the Greeks. I was invading the Greek island casually, with Alpine troops and Howitzers and Artillery. Of the computer controlled civs, none had gunpowder or conscription and their most advanced units were Knights and Legions.
I fortified an Alpine troop next to a Greek city and backed up a couple of Artillery. Next turn when I attacked, the first Artillery got creamed by a RIFLEMAN fortified behind walls. I checked through the UN and discovered that no civs had gunpowder or conscription still. And they hadn't bribed one of my units earlier either and I certainly hadn't given it to them as a gift. They just got given a free Rifleman. Not fair at all.

I don't know if anyone has said this before, but I'll say it anyway.

There is something in the game that when you enter a hut, and they give you a free unit, the game always gives you the units that are available to the most advanced civ on the planet. So basically, you, or someone else, had Conscription when the enemy entered a hut and got a free unit.
 
It's a wonder that that free unit wouldn't give them a tech or something because you'd think that a Rifleman could teach other people about the gunpowder or whatever.
 
The foreign civ has a tendency to learn new stuff (mainly the unit's prerequisite) if you give them a unit as a gift, assuming they take the unit in the first place.
 
Sometimes your cities switch to other places automatically. The only thing I can suggest is moving a military unit in the square you want and place it there as long as you can. If you are at peace, the AI will complain about your unit, but will not force you off the piece of land immediately. After one turn, they will be forced off the land, and you can take it back. Then the next turn, they will ask for you to move your unit. Do so, but make sure that you've placed a citizen working on the land. Hopefully it won't switch on you again. I usually don't have this problem with resources so much as other pieces of land that seem to have less value.
 
The only way that the ai worker can replace your worker is if they have a unit in your city's radius--the same way that jadelicia told you how to "take" another ai city's worker.
 
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