Working method to give the AI free armies, while giving the player none,on random map

Scrubber

Chieftain
Joined
Jun 25, 2004
Messages
11
As we all know, in Conquests, the AI almost never gets any armies.

It is possible to give the AI free armies while giving none to the humans, and still playing on a random map.

What you do is create a tech, then set it to be unresearchable and untradeable.

Now, you need to get this tech to the AI but not the players. Assign it to all civs, under the Civilizations tag. Assign all Civs this new tech, as well as their default ones. Now everyone will get the new tech.

Next, using the custom player data, assign player 1 as the human. Then, uncheck civilization defaults under player one. Now, the human won't get the new AI only tech. I would assign two of the starting techs to player one. Here the only downside to the mod comes into play. The human will not get his starting techs by default. You will have to assign him some. If you know you are going to play a certain civ you can go into the editor and giv it the right techs before you play, otherwise you can just assign a couple of the starting techs. It's not quite as good as automatically getting techs based on your traits but I think the trade off is worth it. (thanks to player1 for showing me a better way to make the tech AI only)

Then, create a small wonder. Set the pre req for this small wonder to the tech you created and gave to the AI players. Set the shield cost super low, and make it generate armies every X turns.

The AI will build this small wonder right away, taking about three to five turns if you minimze the shield cost. Once it does, it will get the armies, I've set up a test scenario. This could severely increase the challenge of a game.

All random options are still available, you can play a random map of any size and type against whatever number of civs you want, there is really only one disadvantage that I can think of.

I realize those starting techs represent a lot of the strategy of the early game, but on the other hand, facing AI armies will increase the challenge for the rest of the game. But, the player will still get starting techs, they just might not be the exact ones his civ would normally get.

I have attached a very simple and primitive scenario showing that it does indeed work. Pretty much it's only purpose is to easily show you that the AI does get the armies and so you can see what I did to make it do this.

It's on debug mode, so you can simply fortify and watch as the AI builds the wonders and rakes in the armies (the wonders build fast and the armies come every 3 turns to reduce your waiting time in this demo). Feel free to set the opposing civs to random. That's pretty much it about the scenario.

I switched the Espionge Agency to the army producing building and switched Integrated Defense to the AI only tech, just because it was easier than making new techs and wonders.

If someone has posted this exact way to get the AI using armies before, then I apologize, but I did some searches and didn't find anything. Hope this is helpful.
 
It *is* helpful, but don't forget that the AI is not capable of using armies properly. More times than not, it puts one offensive and one defensive unit in it and thats like it.
Your way might help on Deity or Sid, but otherwise... bummer. No army matches a 30 artillery stack.

Just forget about AI armies (at least in CIV3), as they are now, they are meant for human players to ease the pain of higher AI levels (read the Arathorn's SID always war game, you'll get the point... :)

- kirby
 
Sometimes AI does use armies capably (like it should).
In other cases, like Bibor said, it just sits in down town with one unit filled.

What exactly triggers it I have no idea.
I tried some tests, but nothing conclusive.


But, beauty of this method is that by this way you don't overpower human player by making wonder available to human too.
 
And then if you capture their city with this small wonder, *you* get free armies every x turns...
 
I've been messing with armies in my own mod. I wanted to make them a useful (but not overpowering) part of warfare for both the player and the AI. The first thing I did was decrease army capacity to 2 instead of 3 units. This reduces the problem where the AI simply refuses to attack an army because its chance of success is too low. The army is still more than twice as strong as an ordinary unit, so they're still very useful.

Also, I wanted the AI to build and use armies, so I made a small wonder that produces them every 40 turns. But my wonder is availible the human and AI, and it produces them much slower. I didn't want to just give the AI tons of them for free. That might cause more problems than it solves. I've noticed that if the AI has more than one empty army in a city, it puts one unit in each army before it puts a second unit in any of them. And the AI won't move an army unless it's full. Plus, by default armies require support, so those free armies might end up costing lots of gold.

I'm still working on mine, I might need to decrease the cost of the wonder and increase the speed at which it makes armies. I've also tried a wonder that allows the construction of armies (like the military academy) but that causes its own problems.
 
player1 fanatic said:
Small wonders can't be captured.

All right, that's good. Does that apply even if the capturer of the city doesn't already have said small wonder?
 
to toh6wy:
yes

to nullspace:
Some good ideas, but there is one problem.
AI sometimes doesn't want to fill his armies.
He'll just put one unit into it and then wait, wait and wait.
Still, they do sometimes make full-armies, but I think it's no more then 20-30% of total nuber (rest being passive one-unit armies).
 
Thanks for htat link, player1. So the gist of that thread is that the AI will not add a unit to an army if that unit has less movement than the army. So if the AI puts a horseman in the army first, then the army has 3 movement, and the AI will only add a unit to the army if the unit has 3 move or more. Everthing I've seen supports this theory. I've seen lots of armies loaded with a single cavalry (nothing has move 4 so they can never be filled) and the only operational armies I've seen are mixes of slow and fast units. Those only happen if the slow unit is added first.

Argh, that would have been a good bit of code if the army didn't have the +1 to move :mad: . And that +1 is hardcoded and can't be changed in the editor [pissed]. So, what's the solution? Any wonder that auto-produces armies must also auto-produce a unit with 4 move a few turns later? But, if that unit is added first, that ruins everything. Any other ideas?
 
Maybe a wonder that produces slow moving offense unit to make sure it gets added into the army first (and thus make possibile to add other mobile units later)?
 
Read my sig below and you see my sentiment on this and 'other' issues. Like, dare I say it? Artillery use !!! :cry:

You need a plentitude of offensive units, with a movement factor of 1, 2, 3 and possibly 4 as insurance, moreover, this ALL at one time. :cry:

Nice uh, I guess what separates this 'bug' from the rest, is we still have a long, convoluted, complex work-a-round. Some consolation?! :cry:
 
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