Jim Bro

CIV 5 ARTIFICIAL INTELLIGENCE IS POOR

14 posts in this topic

The computer really has a problem in understanding my might and city-states are useless in my opinion (plus they ask for stupid things sometimes even if they are far far away). They just bring a little touch but it is nothing compared to all the things that are missing from Civ4. The major problem with the AI is that computers don't fear enough and give too much when it's already too late for them. They also found cities in deserts and tundra even if that means a burden for them. They don't always develop their resources as much as they could. etc. etc.

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I was going to agree with you until you said that city states are useless...care to explain?

What do you mean with they don't develop their resources? I've always seen them built improvements on resources when they had the tech...from what i've seen, building tile improvements is something the AI does with a passion.

 

Either way, no need to yell about it. I assure you, thread titles are perfectly readable in lower case.

 

Ah, i see you're that same guy from the other all-caps threads...you know one thread titled CIV5 IS NOT CIV4 would've been enough. Anyway, good luck with your crusade. My advice: relax a bit, put civ5 aside and reinstall civ4bts at least until a civ5 expansion appears.

Edited by Lemmy

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city-states:

 

their only use is backing them with units I don't use anymore without moving the units in their own territory and after that I use city-states as buffer states between myself and my competitors. other than that, i don't think they bring anything to the game. they bug me with their requests..

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With the right social policies, they periodically give you free great people, and the 'cultured' ones are very important in getting a cultural victory.

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Bonus food doesn't hurt either.

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Yeah, but if I had a choice between that (maritime) and cultured or militaristic, I'd prefer either of those.

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I usually go for the culture or militaristic as well, but I'll definitely go maritime if I start out in a food-poor location like my last game (my entire continent was plains and hills...with about three grassland tiles).

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Yeah, but if I had a choice between that (maritime) and cultured or militaristic, I'd prefer either of those.

I don't know. Early in the game i think i'd go for maritime, preferably multiple ones as well. The growth bonus is just so huge. Or alternatively in your capital you can put 2 or 4 citizens on mines instead and still not lose any growth giving a huge boost in building crucial wonders, or just growing faster than other civs to give you a tech advantage. Later in the game a single city state could feed 5 of your specialists worth 25 science in the capital and another 15 per normal city with Rationalism/Freedom...and that's before modifiers.

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I wonder why "economic" city-states weren't included in the package. You can receive food, units, and culture from them directly, and a little indirectly great persons. But not gold.

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Gold is what you give city states. Why would you get gold after having given gold?

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you can also give them units, but there is still militaristic states.

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Gold is what you give city states. Why would you get gold after having given gold?

 

The underlying idea was that it is possible to please citystates in different ways (units, gold, tasks), and can receive back what I already described before, except for gold.

I'd like the gold-from-citystates-to-civs possibility useful for a) situations that a player has a good food/production ratio but lacks workshops and b) gold as a means that city-states can 'bribe' their way out of an assault by a civ. Civs can pay gold to sue for peace, I find that city-states should be able to do the same.

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Perhaps a new mechanic where you can gift non maritime city states with set values of food that you have towards growth, and get gold in return. Say you have X number of cities, and those cities have A,B,C,D,E,... amounts of food in the growth bar, in a pinch, you could YY units of food, taken from cities determined by some formular, even proportions or something, which gives influence points and then get gold per turn. Would be kinda messy having one type of city state functioning uniquely from the others, and a gold per turn value might not be very useful for "in a pinch" money anyway.

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