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** And then there's the rampant gold cheating. When you run out of money and are losing more than 5 gold per turn, you begin to lose units as you're unable to pay them. Fair enough, right? The AI doesn't have that problem, which can sometimes lead to a diplomacy screen where the AI has no money, thousands of gold lost per turn, and an army triple the size of your own. On the upside, their science per turn does get penalized from the negative gold, so they could still be in the Medieval Era when you arrive in 1900 AD.

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** And then there's That's nothing compared to the rampant gold cheating. When you run out of money and are losing more than 5 gold per turn, you begin to lose units as you're unable to pay them. Fair enough, right? The AI doesn't have that problem, which can sometimes lead to a diplomacy screen where the AI has no money, thousands of gold lost per turn, and an army triple the size of your own. On the upside, their science per turn does get penalized from the negative gold, so they could still be in the Medieval Era when you arrive in 1900 AD.
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More Civ 5 tomfunkery

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** And then there's the rampant gold cheating. When you run out of money and are losing more than 5 gold per turn, you begin to lose units as you're unable to pay them. Fair enough, right? The AI doesn't have that problem, which can sometimes lead to a diplomacy screen where the AI has no money, thousands of gold lost per turn, and an army triple the size of your own. On the upside, their science per turn does get penalized from the negative gold, so they could still be in the Medieval Era when you arrive in 1900 AD.

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[[AC:Official Games]]

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[[AC:Official Games]]
[[folder:Main Series]]



** Also in Civilization 3, the AI have their production phase after their turn instead of at the start of the next turn; or more precisely, you always have the first turn, which means the turn order goes You -> [=AIs=] -> Your Production Phase -> [=AIs'=] Production Phases -> You Again, which means that they can hurry units and have them produced before your next move, while you can't, as the production phase for the units you hurried won't occur until after the AI takes their turn. You can tell when they did this because they haven't had the chance to fortify the unit yet. Sometimes, while you're fighting an AI civ, one of the cities you took will revolt back to them during your production phase, which spawns a defensive unit in that city- and they'll draft two more defensive units and rush a fourth that still completes before your turn.

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** Also in Civilization 3, ''VideoGame/CivilizationIII'', the AI have their production phase after their turn instead of at the start of the next turn; or more precisely, you always have the first turn, which means the turn order goes You -> [=AIs=] -> Your Production Phase -> [=AIs'=] Production Phases -> You Again, which means that they can hurry units and have them produced before your next move, while you can't, as the production phase for the units you hurried won't occur until after the AI takes their turn. You can tell when they did this because they haven't had the chance to fortify the unit yet. Sometimes, while you're fighting an AI civ, one of the cities you took will revolt back to them during your production phase, which spawns a defensive unit in that city- and they'll draft two more defensive units and rush a fourth that still completes before your turn.



* Computers in ''Civilization IV'' will always know what you have access to, what you have explored, etc, and use this to become massive cheapskates in trade. If you have no access to horses and thus decided not to research Horseback Riding for awhile, the computer will do everything in their power to push the technology down your throat while making off with as much of your gold and technology as they can. And you can be sure that the computer will ''never'' offer their world map at a halfway decent price unless you've already explored everything they have.

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* Computers in ''Civilization IV'' ''VideoGame/CivilizationIV'' will always know what you have access to, what you have explored, etc, and use this to become massive cheapskates in trade. If you have no access to horses and thus decided not to research Horseback Riding for awhile, the computer will do everything in their power to push the technology down your throat while making off with as much of your gold and technology as they can. And you can be sure that the computer will ''never'' offer their world map at a halfway decent price unless you've already explored everything they have.



* ''Civilization V'':

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* ''Civilization V'':''VideoGame/CivilizationV'':




[[AC:Civilization Revolution]]

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\n[[AC:Civilization [[/folder]]

[[folder:Civilization
Revolution]]




[[AC:Fan Games]]
* ''VideoGame/FreeCiv'', the open source version of Civilization, has the AI settings "Experimental" and "Cheating".

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\n[[AC:Fan Games]]\n* ''VideoGame/FreeCiv'', the open source version of Civilization, has the AI settings "Experimental" and "Cheating".[[/folder]]

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Examples of TheComputerIsACheatingBastard in ''VideoGame/{{Civilization}}''.



* The original ''VideoGame/{{Civilization}}'' for the PC has a lot of ways for the computer to get a huge advantage over you:

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* The original ''VideoGame/{{Civilization}}'' ''VideoGame/{{Civilization|I}}'' for the PC has a lot of ways for the computer to get a huge advantage over you:
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*** In Civilization IV this also works for you, the blue rings for city suggestions on your settler often uses the resources around to make it a good choice. In really rare occasions it will suggest empty fields, just to find iron, coal, uranium and oil once you have the appropriate techs.
** Also in Civilization 3, the [=AI=] have their production phase after their turn instead of at the start of the next turn; or more precisely, you always have the first turn, which means the turn order goes You -> [=AIs=] -> Your Production Phase -> [=AIs'=] Production Phases -> You Again, which means that they can hurry units and have them produced before your next move, while you can't, as the production phase for the units you hurried won't occur until after the AI takes their turn. You can tell when they did this because they haven't had the chance to fortify the unit yet. Sometimes, while you're fighting an AI civ, one of the cities you took will revolt back to them during your production phase, which spawns a defensive unit in that city- and they'll draft two more defensive units and rush a fourth that still completes before your turn.

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*** In Civilization IV this also works for you, the blue rings for city suggestions on your settler often uses the resources around to make it a good choice. In really On rare occasions it will suggest empty fields, just to find iron, coal, uranium and oil once you have the appropriate techs.
** Also in Civilization 3, the [=AI=] AI have their production phase after their turn instead of at the start of the next turn; or more precisely, you always have the first turn, which means the turn order goes You -> [=AIs=] -> Your Production Phase -> [=AIs'=] Production Phases -> You Again, which means that they can hurry units and have them produced before your next move, while you can't, as the production phase for the units you hurried won't occur until after the AI takes their turn. You can tell when they did this because they haven't had the chance to fortify the unit yet. Sometimes, while you're fighting an AI civ, one of the cities you took will revolt back to them during your production phase, which spawns a defensive unit in that city- and they'll draft two more defensive units and rush a fourth that still completes before your turn.



** A subtle on is that you can't place a new city within 4 hexes of a pre-existing one. Your computer opponents? [[MyRulesAreNotYourRules Don't have that problem]].

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** A subtle on is that you You can't place a new city within 4 hexes of a pre-existing one. Your computer opponents? [[MyRulesAreNotYourRules Don't have that problem]].


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wonders are even more unfair


** Wonders can be built almost instantly.

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** Wonders can be built almost instantly.aren't built, the AI randomly gets one gifted to it every so often.
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** [[https://www.youtube.com/watch?v=IJcuQQ1eWWI Here]] is a video that explains the AI cheating of Civilization 3 and 4 in more depth (25 minutes in), as well as the reasons they were designed that way.

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** [[https://www.youtube.com/watch?v=IJcuQQ1eWWI Here]] is a video that explains the AI cheating of Civilization 3 III and 4 IV in more depth (25 minutes in), as well as the reasons they were designed that way.



*** In Civilization 4 this also works for you, the blue rings for city suggestions on your settler often uses the resources around to make it a good choice. In really rare occasions it will suggest empty fields, just to find iron, coal, uranium and oil once you have the appropriate techs.

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*** In Civilization 4 IV this also works for you, the blue rings for city suggestions on your settler often uses the resources around to make it a good choice. In really rare occasions it will suggest empty fields, just to find iron, coal, uranium and oil once you have the appropriate techs.



* ''Civilization 6'' has somewhat more subdued cheating, but it is there:

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* ''Civilization 6'' VI'' has somewhat more subdued cheating, but it is there:
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This is not cheating; humans can do it too.


** World Congress votes have two buttons -- you can increase or decrease the total number of votes for or against a topic, but obviously there'd be no point in sending 8 for and 4 against instead of simply abstaining votes, right? The AI ''will'' [[TheComputerIsALyingBastard do this to get around a promise to vote for an issue that you traded for]]; they'll send some of their votes for an issue they would otherwise vote down, as promised, [[https://imgur.com/a/fkakCU2 and then vote down anyway]].
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Not playing fair with nukes


-->1) Improvements in the Emperor Level are about a third of the cost for the computer.
-->2) Technologies are discovered at alarming rates.
-->3) Wonders can be built almost instantly.
-->4) The computer's caravans are transported instantaneously.
-->5) The computer never has production penalties despite city-wide riots.
-->6) Your Triremes sink if they end their turn too far from shore. Computer controlled ones can sail across the Atlantic with no problem.
-->7) The computer can build spaceships without the required technology.
-->Et cetera.

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-->1) ** Improvements in the Emperor Level are about a third of the cost for the computer.
-->2) ** Technologies are discovered at alarming rates.
-->3) ** Wonders can be built almost instantly.
-->4) ** The computer's caravans are transported instantaneously.
-->5) ** The computer never has production penalties despite city-wide riots.
-->6) ** Your Triremes sink if they end their turn too far from shore. Computer controlled ones can sail across the Atlantic with no problem.
-->7) ** The computer can build spaceships without the required technology.
-->Et cetera.** The computer doesn't build nukes in its cities. It spawns them in map areas you can't see next to your cities.
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** Also in Civilization 3, the [=AI=] have their production phase after their turn instead of at the start of the next turn; or more precisely, you always have the first turn, which means the turn order goes You->AI's->Your Production Phase->AI's Production Phases->You Again, which means that they can hurry units and have them produced before your next move, while you can't, as the production phase for the units you hurried won't occur until after the AI takes their turn. You can tell when they did this because they haven't had the chance to fortify the unit yet. Sometimes, while you're fighting an AI civ, one of the cities you took will revolt back to them during your production phase, which spawns a defensive unit in that city- and they'll draft two more defensive units and rush a fourth that still completes before your turn.

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** Also in Civilization 3, the [=AI=] have their production phase after their turn instead of at the start of the next turn; or more precisely, you always have the first turn, which means the turn order goes You->AI's->Your You -> [=AIs=] -> Your Production Phase->AI's Phase -> [=AIs'=] Production Phases->You Phases -> You Again, which means that they can hurry units and have them produced before your next move, while you can't, as the production phase for the units you hurried won't occur until after the AI takes their turn. You can tell when they did this because they haven't had the chance to fortify the unit yet. Sometimes, while you're fighting an AI civ, one of the cities you took will revolt back to them during your production phase, which spawns a defensive unit in that city- and they'll draft two more defensive units and rush a fourth that still completes before your turn.
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*** There's also an example of HoistByHisOwnPetard. In Civ 3, the computer can see through the fog of war and always attacks the city with the least defense. By moving units just outside of a city faraway, you can trick the AI into marching back and forth without attacking any cities.
** You can't see strategic resources on the map in Civ 3 until you have the skills to use them. The AI can see them all right from the start of the game though, and will make an effort to build cities next to them to give itself an advantage later on.

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*** There's also an example of HoistByHisOwnPetard. In Civ Civilization 3, the computer can see through the fog of war and always attacks the city with the least defense. By moving units just outside of a city faraway, you can trick the AI into marching back and forth without attacking any cities.
** You can't see strategic resources on the map in Civ Civilization 3 until you have the skills to use them. The AI can see them all right from the start of the game though, and will make an effort to build cities next to them to give itself an advantage later on.



*** In Civ 4 this also works for you, the blue rings for city suggestions on your settler often uses the resources around to make it a good choice. In really rare occasions it will suggest empty fields, just to find iron, coal, uranium and oil once you have the appropriate techs.
** Also in Civ 3, the [=AI=] have their production phase after their turn instead of at the start of the next turn; or more precisely, you always have the first turn, which means the turn order goes You->AI's->Your Production Phase->AI's Production Phases->You Again, which means that they can hurry units and have them produced before your next move, while you can't, as the production phase for the units you hurried won't occur until after the AI takes their turn. You can tell when they did this because they haven't had the chance to fortify the unit yet. Sometimes, while you're fighting an AI civ, one of the cities you took will revolt back to them during your production phase, which spawns a defensive unit in that city- and they'll draft two more defensive units and rush a fourth that still completes before your turn.

to:

*** In Civ Civilization 4 this also works for you, the blue rings for city suggestions on your settler often uses the resources around to make it a good choice. In really rare occasions it will suggest empty fields, just to find iron, coal, uranium and oil once you have the appropriate techs.
** Also in Civ Civilization 3, the [=AI=] have their production phase after their turn instead of at the start of the next turn; or more precisely, you always have the first turn, which means the turn order goes You->AI's->Your Production Phase->AI's Production Phases->You Again, which means that they can hurry units and have them produced before your next move, while you can't, as the production phase for the units you hurried won't occur until after the AI takes their turn. You can tell when they did this because they haven't had the chance to fortify the unit yet. Sometimes, while you're fighting an AI civ, one of the cities you took will revolt back to them during your production phase, which spawns a defensive unit in that city- and they'll draft two more defensive units and rush a fourth that still completes before your turn.



* Computers in ''[=Civ4=]'' will always know what you have access to, what you have explored, etc, and use this to become massive cheapskates in trade. If you have no access to horses and thus decided not to research Horseback Riding for awhile, the computer will do everything in their power to push the technology down your throat while making off with as much of your gold and technology as they can. And you can be sure that the computer will ''never'' offer their world map at a halfway decent price unless you've already explored everything they have.

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* Computers in ''[=Civ4=]'' ''Civilization IV'' will always know what you have access to, what you have explored, etc, and use this to become massive cheapskates in trade. If you have no access to horses and thus decided not to research Horseback Riding for awhile, the computer will do everything in their power to push the technology down your throat while making off with as much of your gold and technology as they can. And you can be sure that the computer will ''never'' offer their world map at a halfway decent price unless you've already explored everything they have.



** Another one for Civ V, the computer can have ships that cannot cross oceans on deep sea tiles, like Civ 1. This creates a problem in Gods and Kings if you use a pirate ship to capture the enemy Trireme and then find you can't move it next turn.

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** Another one for Civ V, the computer can have ships that cannot cross oceans on deep sea tiles, like Civ 1.''Civilization I''. This creates a problem in Gods and Kings if you use a pirate ship to capture the enemy Trireme and then find you can't move it next turn.
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* ''Civ6'' has somewhat more subdued cheating, but it is there:

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* ''Civ6'' ''Civilization 6'' has somewhat more subdued cheating, but it is there:
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* ''VideoGame/Civilization V'':

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* ''VideoGame/Civilization ''Civilization V'':
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* ''[=Civ5=]'':

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* ''[=Civ5=]'':''VideoGame/Civilization V'':

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*''Civ6'' has somewhat more subdued cheating, but it is there:
**Barbarians will usually prioritize attacking the player and their cities, even if they have to walk past units and cities of AI civs to do it. The AI civs will often ignore these barbarians in turn.
**Barbarians do not pillage AI trade routes. This includes Routes ''going straight over barbarian camps''.
**It's not clear whether the AI "knows" about the likely voted from each others or are just applying the same shallow heuristics, but they will frequently band together in completely different (though often predictable) directions from the player.
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** Ever settle a city nowhere near an AI player's empire, yet still get the "they covet lands you hold" message under diplomacy? Or how convenient the placing of things like Oil and Uranium are within enemy territory? That's because all the resources in the game, including future ones that haven't been revealed yet, are pre-determined upon map generation. The AI players know from the get-go where the best resources in the game will be, and settle their cities accordingly, dodging strategic resources for city placements to the best of their ability.

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** Ever settle a city nowhere near an AI player's empire, yet still get the "they covet lands you hold" message under diplomacy? Or how convenient the placing of things like Oil and Uranium are within enemy territory? That's because all the resources in the game, including future ones that haven't been revealed yet, are pre-determined upon map generation. The AI players know from the get-go where the best resources in the game will be, and settle their cities accordingly, dodging currently-hidden strategic resources for city placements to the best of their ability.ability. Amusingly, the player's own AI helper suggesting city locations will ''also'' do this, but the usual cluster-of-three suggestions stop the player from outright exploiting this.

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* A subtle one in ''[=Civ5=]'': You can't place a new city within 4 hexes of a pre-existing one. Your computer opponents? [[MyRulesAreNotYourRules Don't have that problem]].

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* ''[=Civ5=]'':
**
A subtle one in ''[=Civ5=]'': You on is that you can't place a new city within 4 hexes of a pre-existing one. Your computer opponents? [[MyRulesAreNotYourRules Don't have that problem]].



** Ever settle a city nowhere near an AI player's empire, yet still get the "they covet lands you hold" message under diplomacy? Or how convenient the placing of things like Oil and Uranium are within enemy territory? That's because all the resources in the game, including future ones that haven't been revealed yet, are pre-determined upon map generation. The AI players know from the get-go where the best resources in the game will be, and settle their cities accordingly.

to:

** Ever settle a city nowhere near an AI player's empire, yet still get the "they covet lands you hold" message under diplomacy? Or how convenient the placing of things like Oil and Uranium are within enemy territory? That's because all the resources in the game, including future ones that haven't been revealed yet, are pre-determined upon map generation. The AI players know from the get-go where the best resources in the game will be, and settle their cities accordingly.accordingly, dodging strategic resources for city placements to the best of their ability.




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** World Congress votes have two buttons -- you can increase or decrease the total number of votes for or against a topic, but obviously there'd be no point in sending 8 for and 4 against instead of simply abstaining votes, right? The AI ''will'' [[TheComputerIsALyingBastard do this to get around a promise to vote for an issue that you traded for]]; they'll send some of their votes for an issue they would otherwise vote down, as promised, [[https://imgur.com/a/fkakCU2 and then vote down anyway]].
Is there an issue? Send a MessageReason:
Repair Don't Respond. If it doesn't fit just remove it.


** It also seems that the game tries to force averages to occur. Try using saves to make sure you always win. If your win chance is 50%, your chance of winning the first fight is 50%, right? Right. Second fight (after your unit is healed), displayed chance to win is still 50%--but try saving before it and loading. Your chances are closer to 25%. Winning a third fight in a row is likely to have even worse odds--but the displayed chance to win is still 50%. The question exists, does it work in reverse also? Sacrifice a dozen or so units for a run of good luck?
*** What you're seeing here is a bug in the game due to a programmer who doesn't understand probability theory. The displayed battle odds are calculated by the naive method of multiplying each unit's hitpoints by the odds of winning a single round of combat, and using that ratio as the odds of winning the battle. The actual odds of winning, based on the battle mechanics, are much harder to calculate, and can deviate significantly from the displayed odds: your "95% victory" fight might actually be a "0.1% victory". Once you do them right, though, it becomes clear that the computer isn't cheating in battle, just [[LiesDamnedLiesAndStatistics lying through statistics]].
*** For context, units fight multiple rounds within a single combat until one dies. Thus winning one round in actuality only reduces the opponent by a certain amount of HP. So while a unit with low life may have a 50% chance of winning a round, if they can be killed with one hit, the first hit they take in combat (pretty likely at 50%) will kill them.
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[[AC:Official Games]]
* The original ''VideoGame/{{Civilization}}'' for the PC has a lot of ways for the computer to get a huge advantage over you:
-->1) Improvements in the Emperor Level are about a third of the cost for the computer.
-->2) Technologies are discovered at alarming rates.
-->3) Wonders can be built almost instantly.
-->4) The computer's caravans are transported instantaneously.
-->5) The computer never has production penalties despite city-wide riots.
-->6) Your Triremes sink if they end their turn too far from shore. Computer controlled ones can sail across the Atlantic with no problem.
-->7) The computer can build spaceships without the required technology.
-->Et cetera.
** It also seems that the game tries to force averages to occur. Try using saves to make sure you always win. If your win chance is 50%, your chance of winning the first fight is 50%, right? Right. Second fight (after your unit is healed), displayed chance to win is still 50%--but try saving before it and loading. Your chances are closer to 25%. Winning a third fight in a row is likely to have even worse odds--but the displayed chance to win is still 50%. The question exists, does it work in reverse also? Sacrifice a dozen or so units for a run of good luck?
*** What you're seeing here is a bug in the game due to a programmer who doesn't understand probability theory. The displayed battle odds are calculated by the naive method of multiplying each unit's hitpoints by the odds of winning a single round of combat, and using that ratio as the odds of winning the battle. The actual odds of winning, based on the battle mechanics, are much harder to calculate, and can deviate significantly from the displayed odds: your "95% victory" fight might actually be a "0.1% victory". Once you do them right, though, it becomes clear that the computer isn't cheating in battle, just [[LiesDamnedLiesAndStatistics lying through statistics]].
*** For context, units fight multiple rounds within a single combat until one dies. Thus winning one round in actuality only reduces the opponent by a certain amount of HP. So while a unit with low life may have a 50% chance of winning a round, if they can be killed with one hit, the first hit they take in combat (pretty likely at 50%) will kill them.
* In the sequels, the game manual actually details exactly how much the computer cheats and in what areas at various difficulty levels.
** [[https://www.youtube.com/watch?v=IJcuQQ1eWWI Here]] is a video that explains the AI cheating of Civilization 3 and 4 in more depth (25 minutes in), as well as the reasons they were designed that way.
*** There's also an example of HoistByHisOwnPetard. In Civ 3, the computer can see through the fog of war and always attacks the city with the least defense. By moving units just outside of a city faraway, you can trick the AI into marching back and forth without attacking any cities.
** You can't see strategic resources on the map in Civ 3 until you have the skills to use them. The AI can see them all right from the start of the game though, and will make an effort to build cities next to them to give itself an advantage later on.
*** Often, the AI will have building towns in the middle of the desert for oil as a very important priority during the expansion phase.
*** In Civ 4 this also works for you, the blue rings for city suggestions on your settler often uses the resources around to make it a good choice. In really rare occasions it will suggest empty fields, just to find iron, coal, uranium and oil once you have the appropriate techs.
** Also in Civ 3, the [=AI=] have their production phase after their turn instead of at the start of the next turn; or more precisely, you always have the first turn, which means the turn order goes You->AI's->Your Production Phase->AI's Production Phases->You Again, which means that they can hurry units and have them produced before your next move, while you can't, as the production phase for the units you hurried won't occur until after the AI takes their turn. You can tell when they did this because they haven't had the chance to fortify the unit yet. Sometimes, while you're fighting an AI civ, one of the cities you took will revolt back to them during your production phase, which spawns a defensive unit in that city- and they'll draft two more defensive units and rush a fourth that still completes before your turn.
** If you cheat so that you can control the enemy's cities, you will see that despite having far inferior cities, they have ''huge'' commerce and production bonuses, making them far better than yours.
** However, in the interest of fairness, the ''player'' can cheat mechanically too -- one of the ways lower difficulty levels are made easier is by giving the player free Happiness and Health.
* Computers in ''[=Civ4=]'' will always know what you have access to, what you have explored, etc, and use this to become massive cheapskates in trade. If you have no access to horses and thus decided not to research Horseback Riding for awhile, the computer will do everything in their power to push the technology down your throat while making off with as much of your gold and technology as they can. And you can be sure that the computer will ''never'' offer their world map at a halfway decent price unless you've already explored everything they have.
** For example, the AI will pop up with a ton of trade requests for your world map if you find a second continent. While a smart human would know you would find it some dozen turns after you sent that galley off to the side of the map, they wouldn't know ''when'' you found and mapped a good portion of the new world with the crazy precision the AI does.
** If the computer uses nuclear weapons against the player or another AI then they take the "you nuked our friend" relationship modifier. If the player uses nuclear weapons they get a reputation hit with EVERY civilization, even their worst enemies.
* A subtle one in ''[=Civ5=]'': You can't place a new city within 4 hexes of a pre-existing one. Your computer opponents? [[MyRulesAreNotYourRules Don't have that problem]].
** More on Civ 5: on the nice side, no matter how rampantly the AI cheats on higher difficulties, they will never build wonders at accelerated speed; not even on Deity (although their other advantages will certainly help them build wonders sooner). On the not-so-nice side, the computer's happiness and maintenance costs are always as though the computer were playing on Chieftain ("Beginner"), so even if you're playing on Warlord ("Easy"), they still have an edge for happiness and gold. This is pretty obvious; press F9 on the first turn and your civ will already be in dead last for approval. Ever wonder why an AI can expand so much faster than you when you're playing on "Normal"? Wonder no more. Also an example of TheComputerIsALyingBastard since the game implies that Normal is fair.
** Ever settle a city nowhere near an AI player's empire, yet still get the "they covet lands you hold" message under diplomacy? Or how convenient the placing of things like Oil and Uranium are within enemy territory? That's because all the resources in the game, including future ones that haven't been revealed yet, are pre-determined upon map generation. The AI players know from the get-go where the best resources in the game will be, and settle their cities accordingly.
** Another one for Civ V, the computer can have ships that cannot cross oceans on deep sea tiles, like Civ 1. This creates a problem in Gods and Kings if you use a pirate ship to capture the enemy Trireme and then find you can't move it next turn.

[[AC:Civilization Revolution]]
* On Emperor, the AI gets a 20% handicap on all costs (unit production, science needed for techs), which increases to 40% on Deity
* The AI can teleport units throughout the Fog of War (even previously uncovered). Explicitly. The devs did this to save on processing resources for consoles, but it's quite annoying to have armies marching out of ANY tile you don't currently have vision of at the moment.
* Boats also count as outside your vision, as you can't see what's in them. The AI uses them like conduits to vomit units into your borders no matter how far away their cities actually are.
* AI culture is much more powerful and supersedes yours in almost all cases unless you specifically crank out culture buildings/wonders. An AI with only the Palace can push 3-ring borders just a few tens of turn into the game.

[[AC:Fan Games]]
* ''VideoGame/FreeCiv'', the open source version of Civilization, has the AI settings "Experimental" and "Cheating".

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