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

I could ramble on about this for much longer, but I want to point out that, as far as I can tell, the AI's strategy doesn't really change from Settler to Deity, it just takes Settler AI much longer to do everything. Although the game asserts that Emperor AI is "just plain smarter", I have never seen any evidence that verifies this. For me personally, the AI in this game is neither a great strength nor a debilitating flaw. It's not all that intelligent, but it does what is necessary for the purposes of the game.
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.
 
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.
 
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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.
 
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.

Okay I wasn’t sure I just knew the AI got upgrades a lot easier than a human player. Thanks for the clarification.
 
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%
 
See what I can do if you find the save. :)
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.
 

Attachments

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