Preventing the AI from razing cities - anyone know how?

JuanM

Chieftain
Joined
Dec 3, 2002
Messages
43
Location
Bogota, Colombia
So I spend days building a map and carefully placing all the cities only to have the barbarian AI raze them to the ground? :mad:

Does anyone know of a trick to prevent it from razing cities?

PLEASE?!? :cry:
 
The only way to be almost certain that the AI won't raze a given city is to put a Great Wonder in it. I think they are less likely to raze large cities or cities with high culture, but the Wonder trick is the only reliable way to do it. Which is a pain, as you probably don't want a Wonder in every city!
 
Hi Weasel Op,

the virtual multiple wonder system was one of my ideas, but it didn´t work.
It´s a wonder which gives another wonder to all cities of that civ. This wonder given by another wonder to all cities is present in every single city and gives the bonus of that wonder to every single city, but for the question if to raze a city, the AI doesn´t accept this "virtual" wonder as a wonder :(
 
Civinator said:
Hi Weasel Op,

the virtual multiple wonder system was one of my ideas, but it didn´t work.
It´s a wonder which gives another wonder to all cities of that civ. This wonder given by another wonder to all cities is present in every single city and gives the bonus of that wonder to every single city, but for the question if to raze a city, the AI doesn´t accept this "virtual" wonder as a wonder :(
Oh, I guess that won't do any good then. BfNY will have a little dummy wonder in each city. It's tedious to set up, but it should always work.
btw raising the OCN makes the AI less likely to raze cities. Once you have more cities than that, the AI will even raze good cities.
 
Weasel Op said:
a little dummy wonder in each city. It's tedious to set up, but it should always work.

So this is the best solution? What is it's effectiveness? Is it close to 100%, or does the AI have the temerity to raze cities with a damn great wonder in it?

...but since wonders can only be built once, does that mean that I have to create 300 different dummy wonders and place one in each city?!? :wow:

Is there not a way to modify the game to ban razing altogether?
 
U could also try what we've done in SOE.

1 == uncheck the pillage box for all units under the units tab.

2 == make a resource called Infrastructure. give it a bonus production or smth like that. And then place it under all the cities.

Sofar in testing our AI razing has gone from 8 out of 10 to 2 out of 20 cities being razed.

There might be a few other things as well, but i cann't remember right this min.
 
There's no way to ban razing altogether, I'm afraid. It's one of those little "features" that make CivIII such a special game.

As far as I know, the method of preplacing Wonders is not 100% foolproof (the AI *is* capable of razing a city containing one) but it is pretty close (the AI will raze such a city very rarely).
 
Wasn't there another way to deal with this within the Difficulty Page? Like setting the "percentage of optimal cities" to 100% and also setting the corruption slider to 100% (default)... I think someone mentioned this one before..?
 
A short summary about my knowledge with AI city razing:

1. Great wonders:

a) Stop "normal" AI city razing. Even "dummy" great wonders do the job.
Virtual great wonders are not accepted by the AI for stopping this.

b) Even great wonders can´t stop autorazing (or city-1-razing). To
deal with autorazing the culture of the city must be set to 10+
(expansion of the city borders).

2. Small wonders: Can´t stop city razing

3. Steps to minimize the risk that the AI razes cities without great wonders:

a) Register World Size => Optimal number of cities (OCN) to maximum
1000 (or 999)
b) Register Difficulty level => Optimal number of cities (OCN) to maximum
1000 (or 999); This must be done for each dificulty level that is allowed.

c) A resource in the tile where the city is placed
d) May be: to shorten the ability of units in pillaging

Addition as so many buds of the SOE-team post in this thread: In SOE the OCN in both registers is only set to 999 but it can be set to 1000. There is no documented experience what happens with the OCN be set to 1000.
 
Thanks Civi and Winter,

That was the 3rd 1 i couldn't remember that we did.
 
I'm playing the game again and am wondering if a solution has been found to this. It is extremely frustrating to create a scenario with carefully placed cities only to have the stupid AI raze them to the ground. :rolleyes:

Please tell me you've discoverd how to fix this, and a method, mod, patch or crack has been developed to make the game playable. :please:
 
I can't believe nobody brought it up till post 18. IMNSHO it's one of the best things on the site for scenario lovers.

Hi JuanM, :wavey: you're one of the only guys from around here, I live in Modelia. :)
 
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