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What am I doing wrong? I just don't get it.

Discussion in 'Civ4 - Strategy & Tips' started by CGQ, Aug 30, 2019.

  1. AcaMetis

    AcaMetis Chieftain

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    One thing that I believe higher level AIs are more intelligent about is chopping their forests early, when the hammers matter the most. Or maybe that's just a side effect of Deity AIs having more/faster workers, I'm not sure. The end result is the same, though - a Noble AI with a ton of forests won't do/accomplish much with it, but a Deity AI can turn that production into a monstrous early advantage.
     
  2. Anysense

    Anysense Chieftain

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    Deity AI's have more workers who work at double speed and usually they tech BW early as well.
     
  3. WLanky13

    WLanky13 Chieftain

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    Also, on higher difficulty levels the AI upgrades units as soon as they get the necessary tech. Not sure if this is because they have a stash of gold or if they get free upgrades. This is annoying because in order to take advantage of a military tech lead (if you manage to get one) you need to act very fast or the AI will have the same units even before you declare war and the temporary advantage will be lost. This might not be true for BTS because I recently started playing, it could only be relevant for vanilla (which I have been playing for years.)

    This is also only my second post so please let me know if said anything stupid.
     
    Last edited: Sep 10, 2019 at 5:45 PM
  4. AcaMetis

    AcaMetis Chieftain

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    Higher difficulty AIs don't get free upgrades, but they do get significantly cheaper upgrades. I don't know if it's really feasible to cut into an AI's gold supply/income enough to stop them from upgrading (subsidized trading shenanigans maybe?), though, so the distinction might not matter overly much.
     
  5. WLanky13

    WLanky13 Chieftain

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    Okay I wasn’t sure I just knew the AI got upgrades a lot easier than a human player. Thanks for the clarification.
     
  6. Gumbolt

    Gumbolt Phoenix Rising

    Joined:
    Feb 12, 2006
    Messages:
    22,200
    Location:
    UK
    Taken from a 2010 post.
    Settler
    +4 health
    +6 happy
    24 free units
    +2 AI attitude
    3 free techs:
    Wheel, Agriculture, Mining
    Huts:
    20% technology, high gold
    10% low gold
    10% Settler, Worker, Warrior
    5% Scout, experience, healing, maps
    no barbarians
    multipliers
    research ×0.60
    unit cost ×0.20
    distance maint. ×0.45
    civic upkeep ×0.50
    inflation ×0.60
    AI costs•• ×1.60
    25% animal attack probability
    animal strength: –70%
    barbarians in 50 turns•••
    barb. city creation prob.: 40%
    5 free wins vs. barbarians
    barbarian strength: –40%

    Chieftain
    +3 health
    +5 happy
    18 free units
    +1 AI attitude
    2 free techs:
    Wheel, Agriculture
    Huts:
    20% high gold
    15% technology
    10% low gold
    10% Settler, Worker, Warrior
    5% Scout, experience, healing, maps
    5% barbarians (only weak)
    multipliers
    research ×0.75
    unit cost ×0.30
    distance maint. ×0.55
    civic upkeep ×0.60
    inflation ×0.70
    AI costs ×1.30
    50% animal attack probability
    animal strength: –60%
    barbarians in 45 turns•••
    barb. city creation prob.: 50%
    4 free wins vs. barbarians
    barbarian strength: –30%

    Warlord
    +2 health
    +4 happy
    12 free units
    1 free tech: Wheel
    Huts:
    15% gold (high or low)
    15% technology
    10% Warrior, maps
    5% Settler, Worker, Scout
    5% experience, healing
    5% barbarians (strong or weak)
    multipliers
    research ×0.90
    unit cost ×0.40
    distance maint. ×0.65
    civic upkeep ×0.70
    inflation ×0.80
    AI costs ×1.10
    75% animal attack probability
    animal strength: –50%
    barbarians in 40 turns•••
    barb. city creation prob.: 50%
    3 free wins vs. barbarians
    barbarian strength: –20%

    Noble
    +2 health
    +4 happy
    8 free units
    –1 AI attitude
    Huts:
    20% low gold
    15% high gold
    10% Warrior, technology, exp., maps
    5% Scout, healing
    5% strong barbarians
    10% weak barbarians
    multipliers
    research ×1.00
    unit cost ×0.50
    distance maint. ×0.75
    civic upkeep ×0.80
    inflation ×0.90
    AI costs ×1.00
    85% animal attack probability
    animal strength: –40%
    barbarians in 35 turns•••
    barb. city creation prob.: 60%
    2 free wins vs. barbarians
    barbarian strength: –10%

    Prince
    +2 health
    +4 happy
    6 free units
    –1 AI attitude
    Huts:
    20% low gold
    10% Warrior, technology, experience,
    high gold, maps
    5% Scout, healing
    5% strong barbarians
    15% weak barbarians
    multipliers
    research ×1.10
    unit cost ×0.60
    distance maint. ×0.85
    civic upkeep ×0.90
    inflation ×0.95
    AI costs ×0.95
    90% animal attack probability
    animal strength: –30%
    barbarians in 30 turns•••
    barb. city creation prob.: 60%
    1 free win vs. barbarians
    barbarian strength: –5%

    monarch
    +2 health
    +4 happy
    4 free units
    –1 AI attitude
    AI starts with 1 Archer extra
    Huts:
    20% low gold
    10% Warrior, technology,
    experience, maps
    5% Scout, healing, high gold
    10% strong barbarians
    15% weak barbarians
    multipliers
    research ×1.15
    unit cost ×0.70
    distance maint. ×0.90
    civic upkeep ×0.95
    inflation ×1.00
    AI costs ×0.90
    90% animal attack probability
    animal strength: –20%
    barbarians in 25 turns•••
    barb. city creation prob.: 70%

    Emperor
    +2 health
    +4 happy
    3 free units
    –1 AI attitude
    AI starts with: 2 Archers,
    2 Scouts, and 1 Settler
    Huts:
    25% low gold
    10% technology, maps
    5% Warrior, Scout, experience,
    healing, high gold
    15% weak barbarians
    15% strong barbarians
    multipliers
    research ×1.20
    unit cost ×0.80
    distance maint. ×0.95
    civic upkeep ×1.00
    inflation ×1.00
    AI costs ×0.85
    90% animal attack probability
    animal strength: –10%
    barbarians in 20 turns•••
    barb. city creation prob.: 70%

    Immortal
    +2 health
    +4 happy
    2 free units
    –1 AI attitude
    AI starts with: 3 Archers,
    2 Scouts, 1 Worker, 1 Settler
    Huts:
    25% low gold
    10% technology, maps
    5% Warrior, Scout, experience,
    healing
    15% weak barbarians
    20% strong barbarians
    multipliers
    research ×1.25
    unit cost ×0.90
    distance maint. ×1.00
    civic upkeep ×1.00
    inflation ×1.00
    AI costs ×0.80
    90% animal attack probability
    animal strength: –5%
    barbarians in 15 turns•••
    barb. city creation prob.: 80%

    Deity
    +2 health
    +4 happy
    1 free unit
    –1 AI attitude
    AI starts with: 4 Archers,
    2 Scouts, 1 Worker, 2 Settlers
    Huts:
    25% low gold
    10% technology
    5% Warrior, Scout, experience,
    healing, maps
    10% weak barbarians
    30% strong barbarians
    multipliers
    research ×1.30
    unit cost ×1.00
    distance maint. ×1.00
    civic upkeep ×1.00
    inflation ×1.00
    AI costs ×0.60
    90% animal attack probability
    barbarians in 10 turns•••
    barb. city creation prob.: 80%
     
    WLanky13 likes this.
  7. Hamilton321

    Hamilton321 Chieftain

    Joined:
    Jul 15, 2016
    Messages:
    180
    Here, I think this is the right save, I looked at my schedule and I am busier than I thought. However, I will have some time to play on Friday, so then I will try to do around 20 turns and then upload it here.
     

    Attached Files:

  8. Gumbolt

    Gumbolt Phoenix Rising

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    Location:
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    I would start your own thread? Too many here will think the game is done.
     
  9. Gumbolt

    Gumbolt Phoenix Rising

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    Location:
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    Fog gazing there is a grassland to the east. So I would probably move warrior there. Then decide what to do with warrior once you have moved it. Normally I would wait for advice before rolling out 20 turns.

    Forest and corn should mean agriculture and BW early on. Agriculture first.
     
  10. CGQ

    CGQ Chieftain

    Joined:
    Aug 11, 2019
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