ChrisAdams3997
Prince
Suppose you have a system where it picks a random tech.
Suppose they have two techs you don't have, with costs of 500 and 800.
You capture a city that gives 50% of a tech; the expected beaker yield is 325.
Now suppose that they have three techs you don't have, with costs of 100, 500, and 800.
You capture a city that gives 50% of a tech; the expected beaker yield is 231. So, by adding another tech, you are now worse off.
I was struggling with the same realization, but I have a couple of ideas that I need to flesh the math out on so I'll come back to it. Ideally the player shouldn't feel cheated just because the enemy had one low level tech. This would push players to game it by researching those low level techs just to eliminate them from the pool of possible techs, something like what people do with RA's in Civ5, which is just... gamey.
This sounds very promising. Do they actively build more workers, or just send the workers towards spice tiles?
No, I've found they produce plenty of workers, but the worker logic issues defining what plots were improvable and the lack of appropriate valuing of additional spice tiles were a big hurdle before and explains much of the lack of spice production by AI's. It didn't help that they didn't think Spice Extraction was even a very useful technology to get , but like I said, they'll now place value on it based on how much spice is in their borders.
Interesting. I have generally found massive settler spam to be a reasonable strat in Dune Wars, at least relative to vanilla. Getting the good city spots is important.
It is, but the timing has to be right. In the AI's case they were throwing new settlers out when they were already down to 40 and 30% research, plunging them down to nearly zero research sometimes in the early game (and then sometimes still spending on espionage at the same time). You really need to get the necessary techs that allow you to make new cities profitable before you spam them (or, at least the AI does), and if you tank the economy too early, you never get to those economy building techs until you're already too far behind.
Something else a player can do to expand early is found extra cities than what the economy can really support, but set a number of less important cities to idle proccesses to make up for it while they grow. I'm looking at teaching the AI to do this if in bad economic trouble, though only in the lower production cities and after the basics needs of the city are taken care of.
I'd also like to get them to emphasize culture if there is more than one spice in the next ring of city expansion and if that city expansion can be achieved in a reasonable amount of time. This of course assuming the city has already taken care of basic defenses and such.