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Working functionalities #201

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LynxAbraxas opened this issue Oct 20, 2019 · 20 comments
Closed

Working functionalities #201

LynxAbraxas opened this issue Oct 20, 2019 · 20 comments

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@LynxAbraxas
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This is actually not an issue (therefore closed) but intended as a list to collect info on working functionalities that got tested.

@LynxAbraxas
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Action of a cyber ninja to incite a revolution seems to work correctly:

ss_2019-10-16_22:11:35

@LynxAbraxas
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Action of a cyber ninja to plant a nuke seems to work correctly:

ss_2019-10-16_22:14:19

Not sure if this should have any diplomatic effects, apparently it has not.

@LynxAbraxas
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Destruction of a pirating ("intention" to pirate) unit also removes the pirating flag from corresponding trade routes:

ss_2019-10-13_22:41:01
ss_2019-10-13_22:41:26
ss_2019-10-13_22:43:01

@LynxAbraxas
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LynxAbraxas commented Nov 24, 2019

Counter-proposals from the AI seem to be very rare, but seem to happen:

ss_2019-08-03_17:42:03

ss_2020-05-06_23:04:03

Similar proposals to stop research:

ss_2020-03-30_01:09:51

@LynxAbraxas
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AI asking to stop an enacted embargo:

ss_2019-11-14_22:31:51

@LynxAbraxas
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LynxAbraxas commented Jan 3, 2020

Winning the game by a scientific victory works:
ss_2020-01-03_20:39:26
ss_2020-01-03_20:49:20
although the high score listing stays empty
ss_2020-01-03_20:49:37
which could be due to having used the cheat mode for debugging...

@LynxAbraxas
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Taking over a city by inciting a revolution also works:
ss_2020-01-03_19:38:32

@LynxAbraxas
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Nano Infection
ss_2020-01-02_23:22:06
ss_2020-01-02_23:47:37

as well as assessination
ss_2019-12-19_23:19:42

works

@LynxAbraxas
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LynxAbraxas commented Jan 15, 2020

The AI does enslave settlers (confirming #217 (comment)):
ss_2020-01-15_17:16:41
and also the message to the vitim works:
ss_2020-01-15_17:30:21

However, even though many slavers have the order
ss_2020-01-15_17:55:05
this happens (too) rarely. Possibly the AI needs to be taught to switch the target of an enslave-settler-order to a new position as soon as it sees a settler on its way.
@MartinGuehmann I though I had seen some code that does that (possibly for another unit type) but cannot find it any more. Do you know if such code exists and possibly where?

Other example:
ss_2020-01-28_23:36:40
ss_2020-01-28_23:37:06

@LynxAbraxas
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LynxAbraxas commented Jan 15, 2020

Apparently, the AI even does slave raids on barbarian cities (in line with #72 (comment), or do babarians build settlers?):
ss_2020-01-14_20:30:16

@LynxAbraxas
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Bio infection:
ss_2019-11-24_22:00:11

infection through trade:
ss_2019-12-11_22:22:18

and plague attack:
ss_2019-11-24_21:57:26

@LynxAbraxas
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Agreeing on a science pact:
ss_2019-12-01_23:10:39
not sure though if the bonus is actually regarded.

@LynxAbraxas
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Gold from pirating is taken into account:
One turn before pirating, adding to the current treasury of 8286 savings 1514 and conversions 104 would yield 9904
ss_2020-01-28_23:47:03
but one turn later 45 gold is pirated yielding a treasury of 9936:
ss_2020-01-28_23:40:19
some gold is lost due to corruption 9936 - 9904 = 32 < 45.

@LynxAbraxas
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Freeing slaves when conquering a city:
ss_2020-01-28_23:14:55
choosing yes (more food needed):
ss_2020-01-28_23:22:26
choosing no (less food needed):
ss_2020-01-28_23:19:12

@LynxAbraxas
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LynxAbraxas commented Mar 21, 2020

Too many slaves taking over city (Ashur) forming a new civ:
ss_2020-02-09_22:19:02

@LynxAbraxas
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AI building water cities:
ss_2020-06-26_00:58:18
though the message might be inappropriate because it is only their first water city not the first of the game, which might be related to #212.

@LynxAbraxas
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Plague attack works and can be used to reduce city influence:
ss_2020-06-26_01:24:39
but does not seem to lead to diplomatic tension, i.e. no change to before attack:
ss_2020-06-26_01:23:04

@LynxAbraxas
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If there are already 12 units in a city, building another one is postponed and a message is issued:
ss_2020-06-24_01:02:21

@LynxAbraxas
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Removal of the 3 most polluting cities when Eden project is built works:
ss_2020-06-30_00:36:10
ss_2020-06-30_00:30:27
with #331 even if trade routes are involved.

@LynxAbraxas
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Enslaving a defeated unit in case of victory works:
ss_2020-07-05_16:24:32
ss_2020-07-05_16:26:31
see also #335.

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