It seems to me the computer is using this AI as a global resource for all the others - or the AI whose strategy proves the most successful. There is no military defense whatsoever in any of the cities. ![]() The population is number one and all that is being produced is caravans and settlers. One of the AIs (located some distance from the human player) is belligerent and at war with all the other AIs. It's like playing chess against a computer opponent, who is not bound by the rules of the game.īluto wrote:Having been recently introduced to some of the finer points of the game (Thanks, edd) - the use of "observe" and "takeover" - I've come across a method that the computer uses to cheat. One city is being charged one shield for one of 3 triremes and nothing for the other 2 and nothing for a settler - all appearing as being supported. Any comments.ĮDIT I also found that the AI are not charged shields for settlers. But, given this scam, I'm not sure that it's worth continuing. Apart from population, where I'm second, I'm miles ahead on the score sheet and number one on most criteria. * AI always know map and see through fog (v3.Having been recently introduced to some of the finer points of the game (Thanks, edd) - the use of "observe" and "takeover" - I've come across a method that the computer uses to cheat. * BV_SET(handicap, H_PRODCHGPEN) without this AI CAN change city production without penalty */ * BV_SET(handicap, H_REVOLUTION) without this AI AVOIDS anarchy during revolution */ * BV_SET(handicap, H_HUTS) without this AI KNOWS the location of huts in unexplored territory */ * BV_SET(handicap, H_TARGETS) without this AI CAN target unknow stuff */ * below are listed 'inverted' handicaps */
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