Mitchum
Deity
I'll try to start in a couple of hours once the kids are off to school. Try to be online if you want any input to the turn-by-turn goings on. I'll stop if there is a worker steal opportunity or the SHTF.
I'm here. Should be exciting!![]()
Naahh!! There can only be one Guru -- and his name is
Spoiler :
Well, here is what I found digging through the 3.17 SDK (finally with a new Debug dll, yeah!):
Barbs enter cultural borders if an appropriate mission is chosen in CvUnitAI::AI_barbAttackMove(). This function is only called for barbarian units with UNITAI_ATTACK (barb animals always have UNITAI_ANIMAL and they cannot enter owned plots anyway). So this represents a direct effect of the difficulty level as non-animal barbs (Warriors and Archers) spawn earlier plus in greater numbers on the higher levels. The indirect effect is indeed given by the conditional behavior of the barb units depending on the total number of non-barb cities on the whole map (not continents! -- the continents(=areas) only determine their number of needed barbs according to their unowned tiles).
There are 2 thresholds:
A) NumCities > 2*NumPlayersAlive:
B) NumCities > 3*NumPlayersAlive:
- Barbs will enter your territory if they can pillage an improvement on their next turn, so the common 1
barb Warriors and Archers will intrude to pillage improvements in your border tiles. I'm not certain about 2
mounted barb units (do barb Chariots spawn regularly?). I know about a random event which places barb Horse Archers on the map, but they demonstrate "special" behavior (they directly target the barbs' TargetCity of the area).
- Barbs will enter your territory if they can attack a city on the same turn --> this should only be possible for the uncommon 2
units.
The restrictions for the missions are lifted to
With GAMEOPTION_RAGING_BARBARIANS it gets even worse (NumCities is irrelevant then):
- pillage on the 3rd turn
- attack city on the second turn
- If the barbs have calculated AREAAI_OFFENSIVE for their AreaAI (huge numbers of ATTACK barb units, most likely after random event; normally it's AREAAI_MASSING) they will straight target their chosen city without any such restrictions.
Important things to keep in mind:
- pillage on the 4th turn
- attack city on the 3rd turn
- target city when AREAAI_OFFENSIVE
- Barbs will ALWAYS enter your borders if they can attack one of your units directly (--> watch your Workers!).
- Once they have entered your territory, they will consider the following options for their current turn
- pillage an improvement (50%)
- attack somebody
- depending on conditions A and B move to another tile to pillage or attack a city (or target a city)
- patrol --> here they always prefer to move into unowned tiles (this is why they don't enter in the first place; if possible they will move out again; if they somehow get boxed in by cultural borders they might also "have to" enter your territory with this mission)
- Hence they can also change their minds - if they enter to pillage on their 3rd turn, they will choose to attack somebody on their second turn if possible (if you move a defending unit to an adjacent tile).
- There are certainly special situations where barb behavior might contradict the above rules (the code for unit AI is pretty complex...)
Fred moves a warrior to Hamburg-SW+SW. If he keeps coming towards us, we'll have to delay any worker stealing until we have a chariot to deal with him.
I see a potential problem with the northern 'key spawn tile'.
If we think we can get another worker on the sheep, then a barb could spawn on that tile.
Should be preventable with the worker. So my advice is: don't move the worker until after the warrior. And, cancel the worker's action every turn in case we need to move him.
% AIs needed to know the tech
SAIL BRONZE WKG Masonry
===== =========== =======
Strongest unit: 3 4+ 3 4 5 6 +GW
== == == == == == === ===
iTKP: 10 ! 22 17 14 10 7 5 34 29
15 ! 33 25 21 15 11 8 51 43
[B][COLOR="Red"]20[/COLOR][/B] ! 44 33 28 20 15 11 [COLOR="red"][B]68[/B][/COLOR] 58
[COLOR="red"][B]30[/B][/COLOR] ! 67 51 42 30 22 17 102 [B][COLOR="Red"]87[/COLOR][/B]
40 ! 88 68 56 40 30 23 136 116
iTKP = iTechKnownPercent
10 = Peter, (Pericles)
15 = Willy
[COLOR="red"][B]20 = Gandhi[/B][/COLOR], (Asoka, Cathy, Gil, Wang)
[B][COLOR="red"]30 = Alex, Church, Darius, Fred, Hatty[/COLOR][/B]
40 = Joao, Mehmed, Sal
50 = Mao
80 = Stalin :(
Possible unit strengths:
4 = chariot
5 = war chariot, axe
6 = vulture
Strongest unit only affects techs with military units.
Don't give up so easily. Keep an eye on all his units. One more worker would be really nice.
Not looking at the map, but is roading also a sensible option?Hmm... the worker is standing at CWB-NE on his way to the cow. Now that we might steal a worker, I'm thinking about just having him stay where he is and do a partial chop on the forest I wanted to chop anyway. The other option is to move him to the cows and then either move him back if the worker steal is on or have him pasture if the worker steal is off. Thoughts?
Hmm... the worker is standing at CWB-NE on his way to the cow. Now that we might steal a worker, I'm thinking about just having him stay where he is and do a partial chop on the forest I wanted to chop anyway. The other option is to move him to the cows and then either move him back if the worker steal is on or have him pasture if the worker steal is off. Thoughts?
Not looking at the map, but is roading also a sensible option?
excellent adjustment. That would spawnbust. Worker steal is on!