List of AI Stupidities

Who was the dumb-ass who told the scientists that it doesn't cost any movement points to use the railways? I know they're fun to ride, but my Capital still doens't have irrigation! God, is 'k' the stupid button or something?
 
Originally posted by Alex the Great
All my pikemen are suddenly bribed when there were no diplomats:confused:
The only possibility I can think of that has not yet been said is that you had 'Show enemy moves' turned off and you did not see the diplomat/spy moving? OTOH I think that the moves are shown when they are next to one of your units. What about Railroads, does it show the movements of an AI unit along those?
 
Originally posted by Duke of Marlbrough
The AI can actually bribe your units with any of their land units, not just diplomats/spies.
I'm pretty sure they can steal techs from cities too.
 
Originally posted by ben_weller1991
Originally posted by someone else
A barbarian ship wants to land troops to attack my city. I put two settlers there to block the shoreline. That ship would have waited there forever. I finally moved and let them land so they could kill themselves by attacking my city.

Wasn't that action a waste of population

I've done this -- circumstances include -- OCC, funds too low to bribe, and lack of a suitable defender in the city. Usually the settler(s) are hanging around because they are NONE and some day they'll have to clean up pollution.
 
Get this one:
Try playing the ww2 scenario called "East, Wind, Rain" that comes with the "Conflicts in Civilization" expansion.
Start the game as the Japanese so you get the first turn. Switch civs to the Americans. Reveal the map (press Y). Press F2. You will notice they have 26 fighters. Switch back to the Japanese. Hit enter. As the Americans' turn goes by, you will see some American aircraft leaving their Carriers and running out of fuel --yes, they fly as far as they can until 'disappearing'. Then switch to the Americans again and hit F2. You will be amazed to see that in 1 turn their number of fighters had gone from 26 to about 6! Obviously the AI is not designed to understand naval aviation --or regular aviation for that matter. I was thinking up some ideas for a WW2 Pacific scenario but after having been witness to the the above, I trashed that idea.
The word stupidity still makes the AI seem smarter than it is. About five points below complete and utter retardation would be a more appropriate description.

P.S. If anyone reads this post and tries the scenario, please post a reply. Also, if anyone knows of a solution to this AI problem, post that too. Thanks.
 
Try being Rohan in Lord of the Rings, Isengard will beat on you with Uruk-Hai and Orcs nearly every turn (after all, orcs only take 20 shields to make, they don't cost Isengard's fundamentalism anything to keep up and they can pump out at least 1 Orc per turn). Being France in WWII is actually a better defensive civ but you'll probably lose there tho (the chances with Rohan are small too but it's still fun, there are less AI bugs in that mod, kind of like WWII, since they arent building civs anymore ;) )
 
Here's an annoyance with the AI: they build settlers at the absolute worst strategic times, I've had their capital city surrounded (it was their last city) and they were produing SETTLERS!!! Every time a square opened up they'd send them out and start to work, I'd kill it so they'd make another one!!! This is fixed in the LOTR mod however, because settlers in it take "Settling" tech to make, and civ meant to be played as human (Gondor) is the only civ with it or that has a prayer of getting it. In the alt LOTR scenario no one has it, obviously Isengard can't have it and they're the 1 MEANT to be played as...
 
Oops, I only read for a couple pages before making that first post, that was a response to the wanting to have "defensive war for once" thing but that was probably posted months ago (I need to look at my Pg. #'s) lol
 
heres somethig...two civs, at peace with me, sign a pact to contain my aggression, when I'd never even fought anyone but barbarians. I also tend to give the AI techs for no reason other to keep them from declaring war on me. my rep was spotless and my power mighty, yet they ally to contain my aggression.
 
In my last game my "military advisor" would tell me to build only helicopters, and spies in my "Finished Cities" (no more improvements left to build) I have a mobile force of 50 or so helicopters, probably more helicopters then the A.I. enitre air force, no matter how many i build it wont tell me to build anything else for military. Not that i always listen to what my advisors tell me to do (that would be certain death) i wish i could see something different in that box in the top left for once.:egypt:
 
Breaking News: AI unit changes nationality!!

At Emperor level I'm on a huge continent with the French, and lucky enough to wipe them out in 10 turns. Predictably, the blue civ is restarted nearby, and four turns later I've found Berlin and destroyed it. Next turn one of my archer units finds the new Viking settler and makes contact, though of course the Vikings won't build their first city with my unit already next to it. Fed up with the prospect of hunting down blue cities for a millenium or so I pursue the Viking unit until it's stuck on the coast and trapped by my archers. I leave them like this whilst building about 20 cities, until around 600 ad. This seems a pretty sound tactic to me.
Then, amazingly, the distant Aztec civilisation splits in two, and "when the dust settles" the factions are Aztec and German! I suddenly find that the Viking settlers have become Germans, and I have to bribe them in order to keep the continent free of aliens.
Clearly, if a civ does not build its first city, it does not count as being built yet (the finishing graph backs up this theory)so those first settlers are never really "in the game".
 
More breaking news: Native Peoples destroy British Empire!

Has anyone tried the Discovery Scenario from one of the original civ2 discs?
As the English I felt I had started well, colonising the East coast of North America with three or four cities by 1520, so I declared war on the natives in expectation of an easy victory. A couple of turns later a native ship sails up the English Channel, deposits three dragoons on Blighty and then proceeds to take London and Plymouth!!! The AI Spanish gave the natives all their techs, of course, and then cleared off back to Europe!
Mind you, it would have been poetic justice if history had actually gone that way.

(Sorry about two consecutive posts, but I've just read all 311 previous ones, so I think I deserve indulgence.)
 
No problem, it's the content of the posts and not the numbers that count:)
The first breaking news seemed interesting. Was it you or someone else who split the aztecs? And did the vikings show in the foreign minister window (F3)?
 
Re:Breaking News AI unit changes nationality.

In answer to your two questions:
1)It was someone else (in other words the AI) who split the Aztecs.
2)When you negotiate with a civ before it has any cities they show in the foreign minister window, but there is no city icon to the left of the civ's name. Interestingly, if you then build a city so that the enemy settler is within your territory, then demand that they withdraw, the civ answers "we have no troops in your territory".
By the way, I saved the game at 4000bc and replayed from the starting position, used more or less the same strategy (trapped the Vikings on a coast) and the same thing happened again (Aztecs split and the unit changed nationality). By the time I'd got UN Tenochtitlan was in Aztec control. It seems the AI may be helping itself out here. Perhaps the AI just splits a civ whenever it sees the human preventing a civ from starting up.
If I knew how to I'd send the saved game so you can try it yourself from 4000bc.
 
How about the AI player that moved its Transport right next to one of my Alpine Troops, and then unloaded an Engineer that went on to build an undefended city?
 
did you evr notice how one tract minded the ai is in civ1 i had invaded the babylonians compleatly exept for their capital when the send a emesery to talk to me and he says somthing like this your nation is week and stupid and we could easily kill you unless you give us 2000 dollers. couldnt they have at least said please.
maybe the makers should have made the ai realise when they have been beaten or at least make them say something a little nicer when they are pleading for their lives
 
i didnt realise that that was already posted sorry but i have a new argument that i havent found yet
i remember i was on a huge island fighting the english which were using primerly miltia and horse men and i was using tanks um armors when a milita attacks my tank AND KILLS IT the tank was new ,a vet ,and they had only attaked with one millta.
i was thinking that it chunked a spear into the nosel:)
 
The last one is because of the calculation to tell who's winning a fight in civ1. This is very seldom a problem in civ2, but still possible.:)
 
Originally posted by Kevorkian
Not so much stupidity but a bug…
An extremely interesting bug happened to me the other day…
I created a map with one island big enough for 7 cities (I placed them and chose 7 civs & don’t randomise starting locations)
I then saw advanced starting date and turned it right up.
Weirdest thing happened with the extra cities that were created! TWO CITES WERE OCCUPING THE SAME SQUARE!
I cheated and changed to one of the civs that owned it. It was freaky. Both could defend the square but couldn’t enter it with extra units! They couldn’t even share resource squares lol

Something similar happened to master on high, only he ran some tests and published his results here .
 
Back
Top Bottom