Selective Tech Whoring

Discussion in 'Civ4 - Strategy & Tips' started by wioneo, Jun 22, 2009.

  1. wioneo

    wioneo King

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    I remember reading at some point that AIs will only ever trade a tech during peacetime if they know at least 2 other civs that have the tech. Is that true or am I imagining things? If true, doesn't that make a start with 2 or fewer AIs completely useless techwise. I was just about to anihalate the weakest member of our neighbourhood when this occured to me...but he only has once city left, so he won't be able to research anything anyways.

    That seems like a horribly imbalanced feature, and does it apply to other AIs as well?

    This is all assuming that this feature that may or may not exist does exist which it may not...

    Another thing that has been bothering me is barbarian cities. How exactly do they work? They don't seem to grow like normal cities do...Do they only grow when the city is out of sight? Every time that I've found a size 1 barb city in a good location, I just have some raiders wait out of sight until it grows, but they seem to grow MUCH slower than normal cities based on the tiles that they have the little houses on.

    Also how are workers handeled with barbs? Do they make settlers? Once I remember seeing a worker in the city radius, but then when checked back later it was gone, and then it came back again...weird little buggers...
     
  2. shyuhe

    shyuhe Deity

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    Not true. It depends on the AI as to how likely they are to trade monopoly techs. Toku is the worst, and Mansa will trade even if he's the only one who knows the tech. Check out the leaderhead XML for more information.

    The barb cities not growing may be building workers. Barb cities do not make settlers - they spawn in the fog.
     
  3. wioneo

    wioneo King

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    Good to know, so no need to leave survivors.

    Shouldn't they prioritize more archers if there are 3 swordsmen staring the last survivor down? How is site selection done, though? Will their cities just pop up on blue circle sites if they go unwatched too long? and how likely is a city to be spawned as opposed to a unit?
     
  4. dirtyparrot

    dirtyparrot Upholding Brannigan's Law

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    I can't find it, but there's a reference sheet listing the individual AI's, their minimum disposition for tech trading, their likelihood of "too advanced". It's with other reference sheets like max bonus points of sharing religion, war, favourite civic. Maybe someone can post the exact link as it's quite useful info to have.
     
  5. smackthewise

    smackthewise Prince

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  6. dirtyparrot

    dirtyparrot Upholding Brannigan's Law

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    I have that reference guide too, but it's not the one I had in mind. The one I was thinking about was in 3 installments (in PDF). One was a fairly large table listing the different dispositions for DOW, stop trading with X, trade resources, OB, etc; the other was a table showing the max diplomatic points you could get from sharing a fav civic, war, religion with individual AI's; and the last one detail the disposition of individual AI's for tech trading, required % of players with the tech, and the likelihood of being "too advanced." That level of detail on tech trading is missing from the BTS ref guide. For example, Tokugawa needs to be pleased, 100% of players with tech, and has a high likelihood of thinking that you're "too advanced."
     
  7. dirtyparrot

    dirtyparrot Upholding Brannigan's Law

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  8. Bei1052

    Bei1052 Emperor

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    I thought that if it's just you and the AI, and if the AI has met other AI's without you having also met them, it won't trade with you. Or something along those lines.
     
  9. shyuhe

    shyuhe Deity

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    It's a function of how many civs the AI knows and what % know the tech. Also, you should send scouts out in that situation to find the unknown civ to get better trade routes and tech discounts.
     

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