AnC-Flavors - for a better AI

New Flavor's for better AI gameplay (GnK/BNW/All DLC/CP/CBP/CSD/E&D) 10

meRlinX_AT

JustMe
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New flavor's for better AI gameplay (Vanilla/GnK/BNW/+DLC/CP/CBP/CSD/E&D)
+wrong or forgotten flavor's are now eliminated!


This Mod auto-generates new Flavor's for better AI selection from Buildings, Policies, Technologies, Processes, Resources, Specialist, Yields, Improvements and Builds - based on the real yields/function's.

Compatible with all Versions of CIV5 (STOCK, STOCK+GnK or STOCK+GnK+BNW) and is also compatible to the following (if installed):
  • CP v88
  • CBP/CPO v13
  • CSD
  • E&D
  • out of the box with any other mod (if there are no new important tables/columns added)
This Mod must be loaded after all Buildings, Policies, Technologies, Processes, Resources, Specialist, Yields, Improvements, Builds and Units are added to the DB!
Please
  1. clear your cache
  2. activate your mod's in the proper order
  3. activate this mod as the last one
References for
  • Community Patch
  • Community Balance Patch/Community Balance Overhaul
  • City-State Diplomacy Mod - CBP Edition
  • Community Balance Patch - Compatibility Files (EUI)
  • Community Balance Patch - Compatibility Files (No-EUI)
  • Events and Decisions - Community Balance Patch Edition
  • and all Civ V DLC's
are already set.

After load, you can check the AnC_DebugCheck_NE VIEW in the Civ5DebugDatabase.db for error's.

Think, this mod will not affect saved games.



Have fun and download here :)



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Feedback, info, impressions, discussions are welcome!
- Info about changed names from tables/columns (old --> new) in the different versions of CIV or listed Mod's would be great - thx.
- Flavor's for Policies are calculated now smarter... how performs the AI?
- stored queries are not possible with sqlite - or is there a solution? Maybe someone can help with a sqlite_prepare/sqlite_userfunction?

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FAQ
Mod load-order:
- Add the reference in the AnC-some new Flavors.modinfo file (use a UTF-8 Editor like Notepad++)
Spoiler :
Add the proper line
<Mod id="ID which you find in the modinfo file of your mod in the 2nd line" minversion="0" maxversion="999" title="Title of the other Mod" />
at the end in the following block of the AnC-some new Flavors.modinfo

<References>
<Dlc id="0E3751A1-F840-4e1b-9706-519BF484E59D" minversion="0" maxversion="999" />
<Dlc id="6DA07636-4123-4018-B643-6575B4EC336B" minversion="0" maxversion="999" />
<Dlc id="293C1EE3-1176-44f6-AC1F-59663826DE74" minversion="0" maxversion="999" />
<Dlc id="B3030D39-C0D8-4bc7-91B1-7AD1CAF585AB" minversion="0" maxversion="999" />
<Dlc id="B685D5DE-7CCA-4e75-81B4-2F60754E6330" minversion="0" maxversion="999" />
<Dlc id="ECF7C605-BA11-4CAC-8D80-D71306AAC471" minversion="0" maxversion="999" />
<Dlc id="7459BA32-5764-44ae-8E95-01AD0E0EFD48" minversion="0" maxversion="999" />
<Dlc id="112C22B2-5308-42b6-B734-171CCAB3037B" minversion="0" maxversion="999" />
<Dlc id="8871E748-29A4-4910-8C57-8C99E32D0167" minversion="0" maxversion="999" />
<Dlc id="BBB0D085-A0B1-4475-B007-3E549CF3ADC3" minversion="0" maxversion="999" />
<Mod id="d1b6328c-ff44-4b0d-aad7-c657f83610cd" minversion="0" maxversion="999" title="Community Patch" />
<Mod id="8411a7a8-dad3-4622-a18e-fcc18324c799" minversion="0" maxversion="999" title="Community Balance Patch" />
<Mod id="eead0050-1e3f-4178-a91f-26cf1881ac39" minversion="0" maxversion="999" title="City-State Diplomacy Mod - CBP Edition" />
<Mod id="47dd6204-89ab-4cf6-af4f-1327d2ce584c" minversion="0" maxversion="999" title="Civ IV Diplomatic Features - CBP Edition" />
<Mod id="828b5b4b-7c62-4afb-a43f-034b596ef5e4" minversion="0" maxversion="999" title="Community Balance Patch - Compatibility Files (No-EUI)" />
<Mod id="24923240-e4fb-4bf6-8f0e-6e5b6cf4d3c2" minversion="0" maxversion="999" title="Community Balance Patch - Compatibility Files (EUI)" />
<Mod id="1f941088-b185-4159-865c-472df81247b2" minversion="0" maxversion="999" title="Events and Decisions - CBP Edition" />
<Mod id="586cf12b-b882-4086-9867-15593b02b16c" minversion="0" maxversion="999" title="Additions and Changes to CP/CBP" />
--> Add here
</References>

- Clear cache
- Activate Mod's in the right order
then
- Always load the mods (without any changes in the menu) and then load the savegame
- your stopwatch.log should then look something like this
Spoiler :

[37515.370] , Update Database - XXX Mod, 0.016553
[37515.370] , Update Database - XXX Mod, 0.011362
[37515.370] , Update Database - XXX Mod, 0.000909
[37515.619] , Update Database - XXX Mod, 0.246982
[37515.619] , Update Database - XXX Mod, 0.001039
[37515.619] , Update Database - AnC_DebugCheck.sql, 0.000473
[37515.931] , Update Database - AnC_QueryViews1A_STOCK.sql, 0.304568
[37516.321] , Update Database - AnC_QueryViews1B_YIELDS.sql, 0.388649
[37516.415] , Update Database - AnC_QueryViews1C_STOCK.sql, 0.103777
[37516.415] , Update Database - AnC_QueryViews2_GnK.sql, 0.001802
[37516.430] , Update Database - AnC_QueryViews3_BNW.sql, 0.004990
[37516.430] , Update Database - AnC_QueryViews5_CP.sql, 0.001808
[37516.430] , Update Database - AnC_QueryViews7_CSD.sql, 0.006159
[37516.446] , Update Database - AnC_QueryViews99.sql, 0.010531
[37522.265] , Update Database - AnC_NewFlavors1_STOCK.sql, 5.825822
[37522.514] , Update Database - AnC_NewFlavors2_GnK.sql, 0.259433
[37522.795] , Update Database - AnC_NewFlavors3_BNW.sql, 0.272437
[37523.560] , Update Database - AnC_NewFlavors5_CP.sql, 0.778896
[37523.575] , Update Database - AnC_NewFlavors6a_CBO.sql, 0.003134
[37523.638] , Update Database - AnC_NewFlavors6b_CBO_Corps.sql, 0.074761
[37523.653] , Update Database - AnC_NewFlavors7_CSD.sql, 0.014810
[37523.669] , Update Database - AnC_NewFlavors8_CBP_CF.sql, 0.001068
[37523.669] , Update Database - AnC_NewFlavors9_CDF.sql, 0.000302
[37523.669] , Update Database - AnC_NewFlavors10_ED.sql, 0.003005
[37523.762] , Update Database - AnC_NewFlavors91_STOCK.sql, 0.093746
[37523.809] , Update Database - AnC_NewFlavors93_BNW.sql, 0.047165
[37524.043] , Update Database - AnC_NewFlavors95_CP.sql, 0.237538
[37524.090] , Update Database - AnC_NewFlavors99.sql, 0.040215
[37524.090] , SetActiveDLCandMods - Perform OnModActivated Actions, 59.048941
[37524.090] , SetActiveDLCandMods - Activate Mods, 61.008040
[37525.931] , SetActiveDLCandMods - Notify Localization Database Updated, 1.853336
[37526.149] , Ensure All Tables with 'ID' column start at 0, 0.021328
[37532.904] , Validate FK Constraints, 6.766773

- all Update Database - AnC_XXX should be the last one

Yes - There are maybe error's in the database.log from this mod:
- this is ok, because the mod loads all file's for all version's/mod's
--> check the AnC_DebugCheck_NE VIEW in the Civ5DebugDatabase.db for error's

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History/Done
- flavor's for league proposals/processes --> done! (v3)
- flavor's for policies, technologies --> done (v6)
- smarter flavor's for policies (v9, v11)
- speed optimization --> should now collect all entry's faster (<=v7)
- ~350 "yields" are now unified in 1 view for better adjustment (<=v6)
- buff's & nerf's (<=v9)
- bugfixes, bugfixes (v7)
- failsafe switches for the query's (<V4)
--> no switches - all files are now separate (v7) --> should now run like Forest Gump ;)
- better reporting (v9)
- better calculation for FreeBuildings from Buildings/Policies (v9)
- extension to leader flavor's --> Have a look here @Leader Personalities Idea from jma22tb
- first adaption to CP v88 (v10)
------------------------------------------------------------------------------------------------------------------------------------------------------

Feature's/Pending:
- new flavor's for units --> needed/useful? (another 1-2k sqllines)
- frontend reporting - can someone help?
- more speed optimization, if possible
- more buff's & nerf's --> feedback is welcome!
- incorporate existing auto-text for buildings (new TXT_help will be generated too) --> will be a separate mod
- calculate the real flavor for (Free)Promotion's
- better logging
 
Last edited:
Oh wow. That is epic.

It looks like it rearranges flavors so that it fits everything you build, specialists, etc. based on the Leader flavors. Is that the idea?

If so all I can do is :worship:. I have no idea how to build SQL like that and what you built must have taken a very long time.

Gonna test them out :D
 
To clarify you need CP, CBP, CSD right? Do you need E&D as well?

not 100% sure... i have all running. the query will check a lot of tables and columns. did E&D add some columns? - then yes (but i think it will not) :crazyeye:
if it fails, the proper query can be deactivated easily in the Flavor4All.
--> made a look. 2 tables will be added from E&D but not calculated atm within my query. but all decision buildings will become flavor's (which i think, will not taken into account - i investigate further).

btw, who will play without E&D? :D

will check, maybe the next version will have switches.

Great work, Merlin. We'll test this out a bit and fold it in a few versions down the road.
G

thx. some calculations need maybe a buff or nerf.
when i know more about the calc within the DLL, i can tweak it more.
will negative flavor's from buildings crash the game or taken into account?

Oh wow. That is epic.

It looks like it rearranges flavors so that it fits everything you build, specialists, etc. based on the Leader flavors. Is that the idea?

If so all I can do is :worship:. I have no idea how to build SQL like that and what you built must have taken a very long time.

Gonna test them out :D

it will just generate a "few" flavor's based on the yields and function of buildings :cool:
it took me less time, as to rearrange all flavor's from the existing stuff be hand.

oh, pls don't worship me :lol: made this for my "personal use", because i get bored over the bad decisions from the AI.
 
there is still some work needed and ideas pending:

- flavor's for league proposals/processes
- flavor's for policy's
- failsafe switches for the query's
- incorporate flavor's for technologies
- speed optimization
- buff's & nerf's
... and an extension - after i have a clue about the AIEconomicStrategy_City_Flavors, AIMilitaryStrategy_City_Flavors, and the other's
 
Can you briefly describe how this mod work?

Great work!

thx.

the mod will query "some" :lol: tables for entry's and calculate flavor's based on the given yield or function.

as example:
first, yields become flavor's: 1 YIELD_FOOD = 5 FLAVOR_GROWTH, aso...

then we check some tables, which building gives which YIELD_XXX and multiply with the flavor

for the BUILDING_GRANARY, we become (based on the DB from CP/CBP/AnC)

Flavor Type, Building Type, calculated Flavor, from which Table
"FLAVOR_EXPANSION", "BUILDING_GRANARY", "20", "Unit_ProductionModifierBuildings" <-- we speed up the production of settler's
"FLAVOR_GROWTH","BUILDING_GRANARY","20","Building_ResourceYieldChanges" < -- we change yields from resources
"FLAVOR_GROWTH","BUILDING_GRANARY","10","Building_YieldChanges" <-- we provide yields
"FLAVOR_GROWTH","BUILDING_GRANARY","5","Buildings.AllowsFoodTradeRoutes" <-- we allow food trade routes, which helps growth
"FLAVOR_I_LAND_TRADE_ROUTE","BUILDING_GRANARY","5","Buildings.AllowsFoodTradeRoutes" <-- we allow a traderoute
"FLAVOR_I_SEA_TRADE_ROUTE","BUILDING_GRANARY","5","Buildings.AllowsFoodTradeRoutes" <-- we allow a traderoute
(... and htf can i add a nice table with columns?)

thats the short story :)

if you are familiar with sql, have a look in the sql files.
you can delete the AnC_Cleaning, generate a new Civ5Debug.db and look the tables and views with AnC_
 
Yeah it really helps unify the AI's priorities and choices.

Btw, the policies, leader flavors, and grand strategies have all been unified to fit the archetypes talked about in the testing AI personalities thread.

That's why I was so excited because now with your work, the buildings, units, etc reflect those archetypes even more, making it more likely for the AI to build their civs in that vision.

I did a test game, but not a long one, just until Medieval. It's already clear that the AI is a lot smarter. Their population growth and yields were better, and I'm convinced that from Medieval on, the pressure will be on for Tourism, Diplomacy, Technology, etc.
 
Whatcha need from me?


G

mmh... some information, how the AI uses the flavor's from this stuff within the DLL would be helpful. (have no C++ coding skill, but can read it a little)
how will the AI make a decision, what to build?
how will the AICityStrategy_Flavors, AIEconomicStrategy_City_Flavors and the other's taken into account?
know the AI, that growth = more science? ... or should YIELD_FOOD also become a a small FLAVOR_SCIENCE?

as ex.: YIELD_GOLDEN_AGE_POINTS did not directly provide anything. but if we have a golden age, then we become a boost to Gold, Production & Science

so i gave them half the flavor from the normal yields (2.5/5)
"FLAVOR_GOLD","YIELD_GOLDEN_AGE_POINTS","2.5"
"FLAVOR_GROWTH","YIELD_GOLDEN_AGE_POINTS","2.5"
"FLAVOR_PRODUCTION","YIELD_GOLDEN_AGE_POINTS","2.5"
"FLAVOR_SCIENCE","YIELD_GOLDEN_AGE_POINTS","2.5"

all buildings which provide YIELD_GOLDEN_AGE_POINTS or triggers a golden age, will be further calculated based on this 4 flavor's.

a flowchart of the calculations would be also helpful

thanks for your help :)
 
mmh... some information, how the AI uses the flavor's from this stuff within the DLL would be helpful. (have no C++ coding skill, but can read it a little)
how will the AI make a decision, what to build?
how will the AICityStrategy_Flavors, AIEconomicStrategy_City_Flavors and the other's taken into account?
know the AI, that growth = more science? ... or should YIELD_FOOD also become a a small FLAVOR_SCIENCE?

as ex.: YIELD_GOLDEN_AGE_POINTS did not directly provide anything. but if we have a golden age, then we become a boost to Gold, Production & Science

so i gave them half the flavor from the normal yields (2.5/5)
"FLAVOR_GOLD","YIELD_GOLDEN_AGE_POINTS","2.5"
"FLAVOR_GROWTH","YIELD_GOLDEN_AGE_POINTS","2.5"
"FLAVOR_PRODUCTION","YIELD_GOLDEN_AGE_POINTS","2.5"
"FLAVOR_SCIENCE","YIELD_GOLDEN_AGE_POINTS","2.5"

all buildings which provide YIELD_GOLDEN_AGE_POINTS or triggers a golden age, will be further calculated based on this 4 flavor's.

a flowchart of the calculations would be also helpful

thanks for your help :)

Essentially, the AI checks through all available strategies (city, military, player, etc.) at set intervals (usually once a turn), enabling/disabling them as needed. These values then ramp up the innate flavor of the AI in that category. For example, if a city is landlocked, all flavors related to water (FLAVOR_NAVAL_GROWTH, et. al.) are severely reduced.

Now, how do these work? There is a 'chooseproduction' AI function that gets every possible building/unit/process/wonder for the city, and then weights them based on these flavors. Higher flavors = higher weights, though Ilteroi and I have added a few 'sanity checks' in there to make sure that the AI doesn't do anything utterly stupid. Some things, like AI units for military operations, are innately weighed higher to encourage the AI to build its armies ASAP.

Once all items are weighed, the AI picks from the top X, where X is the value set in the handicaps ('NumProductionOptions'). So, theoretically, the AI could have one item with a flavor of 100000, one with a flavor of 4000, and one with a flavor of 5, all three the top, and choose the flavor 5 option (if the NumProductionOptions is set to 3). In most cases, though, this disparity is unlikely to happen.

Beliefs are calculated differently – there are no belief flavors, as Firaxis decided to hard-code all of the belief choosing logic into the DLL based on yields and personality attributes. Not the worst system, mind you, but it is an aberration.

G
 
Two bugs in the database:

They seem benign, in that the necessary flavor tables are in the database, however I didn't look too hard.

G

sry!
just 1 Bug, which causes this 2 error's

new Version is updated

should not affect savegame, because it just rebuilds the flavor's
 
Essentially, the AI checks through all available strategies (city, military, player, etc.) at set intervals (usually once a turn), enabling/disabling them as needed. These values then ramp up the innate flavor of the AI in that category. For example, if a city is landlocked, all flavors related to water (FLAVOR_NAVAL_GROWTH, et. al.) are severely reduced.

Now, how do these work? There is a 'chooseproduction' AI function that gets every possible building/unit/process/wonder for the city, and then weights them based on these flavors. Higher flavors = higher weights, though Ilteroi and I have added a few 'sanity checks' in there to make sure that the AI doesn't do anything utterly stupid. Some things, like AI units for military operations, are innately weighed higher to encourage the AI to build its armies ASAP.

Once all items are weighed, the AI picks from the top X, where X is the value set in the handicaps ('NumProductionOptions'). So, theoretically, the AI could have one item with a flavor of 100000, one with a flavor of 4000, and one with a flavor of 5, all three the top, and choose the flavor 5 option (if the NumProductionOptions is set to 3). In most cases, though, this disparity is unlikely to happen.

Beliefs are calculated differently – there are no belief flavors, as Firaxis decided to hard-code all of the belief choosing logic into the DLL based on yields and personality attributes. Not the worst system, mind you, but it is an aberration.

G

i understand.
how will flavors for resources/improvements are taken into account? also in a range from 5-100+? (like buildings)

did not found much info about columns/tables, which are present (and maybe also filled) and not used with the DLL.

is there a way, to look into the DLL code, without installing a bunch of programs?
 
i understand.
how will flavors for resources/improvements are taken into account? also in a range from 5-100+? (like buildings)

did not found much info about columns/tables, which are present (and maybe also filled) and not used with the DLL.

is there a way, to look into the DLL code, without installing a bunch of programs?

Resources and improvements have tables for flavors that aren't really used.

You can hop on github and take a look:

 
New Version 3 is here UP

Done:
- flavor's for league proposals/processes --> done!
- speed optimization --> should now collect all entry's faster
- ~215 "yields" are now unified in 1 view for better adjustment
Spoiler :

FlavorType, YieldType, Flavor
FLAVOR_AIR,AirModifier,10
FLAVOR_AIR,UnitUpgradeCostMod,4
FLAVOR_AIR,MilitaryProductionModifier,5
FLAVOR_AIRLIFT,Airlift,50
FLAVOR_AIR_CARRIER,AirModifier,2.5
FLAVOR_AIR_CARRIER,UnitUpgradeCostMod,2
FLAVOR_AIR_CARRIER,MilitaryProductionModifier,3
FLAVOR_ANTIAIR,AirModifier,2.5
FLAVOR_ANTIAIR,UnitUpgradeCostMod,2
FLAVOR_ANTIAIR,MilitaryProductionModifier,3
FLAVOR_CITY_DEFENSE,HealRateChange,3
FLAVOR_CITY_DEFENSE,NukeModifier,0.5
FLAVOR_CITY_DEFENSE,AllowsRangeStrike,5
FLAVOR_CITY_DEFENSE,Defense,0.02
FLAVOR_CITY_DEFENSE,GlobalDefenseMod,0.05
FLAVOR_CITY_DEFENSE,ExtraCityHitPoints,0.5
FLAVOR_CITY_DEFENSE,BorderObstacle,30
FLAVOR_CITY_DEFENSE,UnitUpgradeCostMod,2
FLAVOR_CITY_DEFENSE,MilitaryProductionModifier,3
FLAVOR_CULTURE,YIELD_CULTURE,5
FLAVOR_CULTURE,YIELD_TOURISM,5
FLAVOR_CULTURE,UNITCLASS_ARTIST,50
FLAVOR_CULTURE,UNITCLASS_MUSICIAN,50
FLAVOR_CULTURE,UNITCLASS_WRITER,50
FLAVOR_CULTURE,FreeSocialPolicies,100
FLAVOR_CULTURE,FreePolicies,100
FLAVOR_CULTURE,PolicyCostModifier,2
FLAVOR_CULTURE,CultureBonusTurns,2.5
FLAVOR_CULTURE,TourismBonusTurns,2.5
FLAVOR_CULTURE,GreatWorkCount,5
FLAVOR_CULTURE,FreeGreatWork,75
FLAVOR_CULTURE,LandmarksTourismPercent,0.5
FLAVOR_CULTURE,GreatWorksTourismModifier,0.5
FLAVOR_CULTURE,TechEnhancedTourism,2.5
FLAVOR_CULTURE,CultureRateModifier,1
FLAVOR_CULTURE,GlobalCultureRateModifier,5
FLAVOR_CULTURE,PlotCultureCostModifier,1
FLAVOR_CULTURE,GlobalPlotCultureCostModifier,2
FLAVOR_CULTURE,NullifyInfluenceModifier,50
FLAVOR_DEFENSE,YIELD_GREAT_ADMIRAL_POINTS,5
FLAVOR_DEFENSE,YIELD_GREAT_GENERAL_POINTS,5
FLAVOR_DEFENSE,UNITCLASS_GREAT_GENERAL,50
FLAVOR_DEFENSE,UNITCLASS_GREAT_ADMIRAL,50
FLAVOR_DEFENSE,HURRY_GOLD,2.5
FLAVOR_DEFENSE,EspionageModifier,0.5
FLAVOR_DEFENSE,GlobalEspionageModifier,1
FLAVOR_DEFENSE,CultureRateModifier,0.5
FLAVOR_DEFENSE,GlobalCultureRateModifier,2.5
FLAVOR_DEFENSE,HealRateChange,2
FLAVOR_DEFENSE,NukeModifier,0.2
FLAVOR_DEFENSE,BorderObstacle,30
FLAVOR_DEFENSE,InstantMilitaryIncrease,75
FLAVOR_DEFENSE,UnitUpgradeCostMod,4
FLAVOR_DEFENSE,MilitaryProductionModifier,5
FLAVOR_DEFENSE,NullifyInfluenceModifier,25
FLAVOR_DEFENSE,AttackBonusTurns,1.25
FLAVOR_DEFENSE,BaseFreeUnits,5
FLAVOR_DIPLOMACY,UNITCLASS_GREAT_DIPLOMAT,50
FLAVOR_DIPLOMACY,ExtraLeagueVotes,100
FLAVOR_DIPLOMACY,FaithToVotes,7.5
FLAVOR_DIPLOMACY,CapitalsToVotes,50
FLAVOR_DIPLOMACY,DoFToVotes,50
FLAVOR_DIPLOMACY,RAToVotes,50
FLAVOR_DIPLOMACY,DPToVotes,50
FLAVOR_DIPLOMACY,GPExpendInfluence,5
FLAVOR_DIPLOMACY,CityStateInfluenceBoost,1.25
FLAVOR_ESPIONAGE,AffectSpiesNow,10
FLAVOR_ESPIONAGE,ExtraSpies,10
FLAVOR_ESPIONAGE,SpyRankChange,10
FLAVOR_ESPIONAGE,InstantSpyRankChange,10
FLAVOR_ESPIONAGE,EspionageModifier,1
FLAVOR_ESPIONAGE,GlobalEspionageModifier,2
FLAVOR_EXPANSION,YIELD_GOLD,1.25
FLAVOR_EXPANSION,YIELD_PRODUCTION,1.25
FLAVOR_EXPANSION,YIELD_SCIENCE,1.25
FLAVOR_EXPANSION,PlotBuyCostModifier,0.25
FLAVOR_EXPANSION,GlobalPlotBuyCostModifier,0.5
FLAVOR_EXPANSION,AttackBonusTurns,1.25
FLAVOR_GOLD,YIELD_GOLD,5
FLAVOR_GOLD,YIELD_GOLDEN_AGE_POINTS,2.5
FLAVOR_GOLD,UNITCLASS_MERCHANT,50
FLAVOR_GOLD,HURRY_GOLD,5
FLAVOR_GOLD,ExtraLuxuries,5
FLAVOR_GOLD,GreatPersonExpendGold,0.2
FLAVOR_GOLD,CityConnectionTradeRouteModifier,2
FLAVOR_GOLD,CapturePlunderModifier_neg_good,0.2
FLAVOR_GOLD,CapturePlunderModifier_pos_bad,-0.02
FLAVOR_GOLD,TradeRouteRecipientBonus,5
FLAVOR_GOLD,NumTradeRouteBonus,10
FLAVOR_GOLD,TradeRouteSeaDistanceModifier,0.15
FLAVOR_GOLD,TradeRouteLandDistanceModifier,0.15
FLAVOR_GOLD,TradeRouteSeaGoldBonus,0.05
FLAVOR_GOLD,TradeRouteLandGoldBonus,0.05
FLAVOR_GOLD,CityStateTradeRouteProductionModifier,0.5
FLAVOR_GOLD,PlotCultureCostModifier,0.25
FLAVOR_GOLD,GlobalPlotCultureCostModifier,0.5
FLAVOR_GOLD,PlotBuyCostModifier,0.5
FLAVOR_GOLD,GlobalPlotBuyCostModifier,0.5
FLAVOR_GOLD,UnitUpgradeCostMod,0.5
FLAVOR_GOLD,BaseFreeUnits,10
FLAVOR_GREAT_PEOPLE,UNITCLASS_ENGINEER,25
FLAVOR_GREAT_PEOPLE,UNITCLASS_SCIENTIST,25
FLAVOR_GREAT_PEOPLE,UNITCLASS_MERCHANT,25
FLAVOR_GREAT_PEOPLE,UNITCLASS_ARTIST,25
FLAVOR_GREAT_PEOPLE,UNITCLASS_MUSICIAN,25
FLAVOR_GREAT_PEOPLE,UNITCLASS_WRITER,25
FLAVOR_GREAT_PEOPLE,UNITCLASS_GREAT_DIPLOMAT,25
FLAVOR_GREAT_PEOPLE,GreatPersonExpendGold,0.2
FLAVOR_GREAT_PEOPLE,GreatPeopleRateModifier,1
FLAVOR_GREAT_PEOPLE,GlobalGreatPeopleRateModifier,2
FLAVOR_GREAT_PEOPLE,GetNumFreeGreatPeople,50
FLAVOR_GREAT_PEOPLE,FreeGreatPeople,50
FLAVOR_GROWTH,YIELD_FOOD,5
FLAVOR_GROWTH,YIELD_POPULATION,5
FLAVOR_GROWTH,YIELD_GOLDEN_AGE_POINTS,2.5
FLAVOR_GROWTH,AllowsFoodTradeRoutes,10
FLAVOR_GROWTH,PlotCultureCostModifier,0.25
FLAVOR_GROWTH,GlobalPlotCultureCostModifier,0.5
FLAVOR_GROWTH,PlotBuyCostModifier,0.25
FLAVOR_GROWTH,GlobalPlotBuyCostModifier,0.5
FLAVOR_GROWTH,FoodKept,1.5
FLAVOR_GROWTH,GlobalPopulationChange,75
FLAVOR_GROWTH,AddsFreshWater,10
FLAVOR_HAPPINESS,Happiness,10
FLAVOR_HAPPINESS,UnmoddedHappiness,30
FLAVOR_HAPPINESS,HappinessPerCity,30
FLAVOR_HAPPINESS,HappinessPerXPolicies,30
FLAVOR_HAPPINESS,NoOccupiedUnhappiness,150
FLAVOR_HAPPINESS,BuildingClassHappiness,40
FLAVOR_HAPPINESS,BuildingClassLocalHappiness,10
FLAVOR_HAPPINESS,ExtraLuxuries,10
FLAVOR_I_LAND_TRADE_ROUTE,TradeRouteLandDistanceModifier,0.5
FLAVOR_I_LAND_TRADE_ROUTE,TradeRouteLandGoldBonus,0.1
FLAVOR_I_LAND_TRADE_ROUTE,AllowsFoodTradeRoutes,25
FLAVOR_I_LAND_TRADE_ROUTE,AllowsProductionTradeRoutes,25
FLAVOR_I_SEA_TRADE_ROUTE,TradeRouteSeaDistanceModifier,0.5
FLAVOR_I_SEA_TRADE_ROUTE,TradeRouteSeaGoldBonus,0.1
FLAVOR_I_SEA_TRADE_ROUTE,AllowsFoodTradeRoutes,25
FLAVOR_I_SEA_TRADE_ROUTE,AllowsProductionTradeRoutes,25
FLAVOR_I_TRADE_DESTINATION,TradeRouteSeaDistanceModifier,0.5
FLAVOR_I_TRADE_DESTINATION,TradeRouteLandDistanceModifier,0.5
FLAVOR_I_TRADE_ORIGIN,ExtraLuxuries,5
FLAVOR_I_TRADE_ORIGIN,TradeRouteRecipientBonus,20
FLAVOR_I_TRADE_ORIGIN,NumTradeRouteBonus,20
FLAVOR_I_TRADE_ORIGIN,TradeRouteSeaDistanceModifier,0.25
FLAVOR_I_TRADE_ORIGIN,TradeRouteLandDistanceModifier,0.25
FLAVOR_I_TRADE_ORIGIN,TradeRouteSeaGoldBonus,0.1
FLAVOR_I_TRADE_ORIGIN,TradeRouteLandGoldBonus,0.1
FLAVOR_I_TRADE_ORIGIN,CityStateTradeRouteProductionModifier,1
FLAVOR_MILITARY_TRAINING,HURRY_GOLD,10
FLAVOR_MILITARY_TRAINING,UnitUpgradeCostMod,1
FLAVOR_MILITARY_TRAINING,MilitaryProductionModifier,1
FLAVOR_MOBILE,YIELD_GREAT_GENERAL_POINTS,5
FLAVOR_MOBILE,UnitUpgradeCostMod,4
FLAVOR_MOBILE,MilitaryProductionModifier,5
FLAVOR_NAVAL,YIELD_GREAT_ADMIRAL_POINTS,5
FLAVOR_NAVAL,UNITCLASS_GREAT_ADMIRAL,50
FLAVOR_NAVAL,UnitUpgradeCostMod,4
FLAVOR_NAVAL,MilitaryProductionModifier,5
FLAVOR_NAVAL_GROWTH,Building_LakePlotYieldChanges,5
FLAVOR_NAVAL_GROWTH,Building_SeaPlotYieldChanges,5
FLAVOR_NAVAL_GROWTH,Building_RiverPlotYieldChanges,5
FLAVOR_NAVAL_RECON,UnitUpgradeCostMod,4
FLAVOR_NAVAL_RECON,MilitaryProductionModifier,5
FLAVOR_NAVAL_TILE_IMPROVEMENT,Building_SeaResourceYieldChanges,5
FLAVOR_NUKE,NukeModifier,0.2
FLAVOR_NUKE,UnitUpgradeCostMod,1
FLAVOR_NUKE,MilitaryProductionModifier,2
FLAVOR_OFFENSE,YIELD_GREAT_ADMIRAL_POINTS,5
FLAVOR_OFFENSE,YIELD_GREAT_GENERAL_POINTS,5
FLAVOR_OFFENSE,UNITCLASS_GREAT_GENERAL,50
FLAVOR_OFFENSE,UNITCLASS_GREAT_ADMIRAL,50
FLAVOR_OFFENSE,HURRY_GOLD,2.5
FLAVOR_OFFENSE,LandmarksTourismPercent,0.25
FLAVOR_OFFENSE,GreatWorksTourismModifier,0.25
FLAVOR_OFFENSE,TechEnhancedTourism,1.25
FLAVOR_OFFENSE,InstantMilitaryIncrease,75
FLAVOR_OFFENSE,UnitUpgradeCostMod,4
FLAVOR_OFFENSE,MilitaryProductionModifier,5
FLAVOR_OFFENSE,AttackBonusTurns,2.5
FLAVOR_OFFENSE,BaseFreeUnits,5
FLAVOR_PRODUCTION,YIELD_PRODUCTION,5
FLAVOR_PRODUCTION,YIELD_GOLDEN_AGE_POINTS,2.5
FLAVOR_PRODUCTION,UNITCLASS_ENGINEER,50
FLAVOR_PRODUCTION,BuildingProductionModifier,2
FLAVOR_PRODUCTION,WonderProductionModifier,1
FLAVOR_PRODUCTION,AllowsProductionTradeRoutes,10
FLAVOR_PRODUCTION,MilitaryProductionModifier,2.5
FLAVOR_RANGED,UnitUpgradeCostMod,4
FLAVOR_RANGED,MilitaryProductionModifier,5
FLAVOR_RECON,UnitUpgradeCostMod,4
FLAVOR_RECON,MilitaryProductionModifier,5
FLAVOR_RELIGION,YIELD_FAITH,5
FLAVOR_RELIGION,FoundsReligion,200
FLAVOR_RELIGION,ExtraMissionarySpreads,50
FLAVOR_RELIGION,ReligiousPressureModifier,0.5
FLAVOR_RELIGION,IsReformation,200
FLAVOR_RELIGION,ConversionModifier,0.5
FLAVOR_RELIGION,GlobalConversionModifier,1
FLAVOR_SCIENCE,YIELD_SCIENCE,5
FLAVOR_SCIENCE,YIELD_GOLDEN_AGE_POINTS,2.5
FLAVOR_SCIENCE,UNITCLASS_SCIENTIST,50
FLAVOR_SCIENCE,BaseBeakersTurnsToCount,5
FLAVOR_SCIENCE,FreeTechs,200
FLAVOR_SCIENCE,MedianTechPercentChange,2
FLAVOR_SCIENCE,GreatScientistBeakerModifier,0.5
FLAVOR_SPACESHIP,SpaceProductionModifier,1
FLAVOR_SPACESHIP,GlobalSpaceProductionModifier,3
FLAVOR_TILE_IMPROVEMENT,UNITCLASS_ENGINEER,50
FLAVOR_TILE_IMPROVEMENT,UNITCLASS_SCIENTIST,50
FLAVOR_TILE_IMPROVEMENT,UNITCLASS_MERCHANT,50
FLAVOR_TILE_IMPROVEMENT,WorkerSpeedModifier,2
FLAVOR_WATER_CONNECTION,AllowsWaterRoutes,75
FLAVOR_WONDER,WonderProductionModifier,4

- buff's & nerf's --> some already balanced
- bugfixes

Pending:
- flavor's for policy's --> preparing
- new flavor's for units --> needed/useful? (another 1-2k sqllines :undecide:)
- failsafe switches for the query's --> first incorporated
- frontend reporting
- incorporate flavor's for technologies --> overhaul existing CBPTechFlavors
- more speed optimization, if possible
- more buff's & nerf's --> feedback is welcome!
- incorporate existing auto-text for buildings --> preparing
... and an extension - after i have a clue about the AIEconomicStrategy_City_Flavors, AIMilitaryStrategy_City_Flavors, and the other's


Have fun :)
 
Resources and improvements have tables for flavors that aren't really used.

You can hop on github and take a look:


one more registration? :sad: ;)


another question... i working on a a way to identify, which tables/columns are added/altered from which mod.

i think about something like this:
Code:
SELECT Flavors.Type AS FT, 'DoFToVotes' AS YT, 50 AS Flavor
FROM Flavors
WHERE Flavors.Type IN ('FLAVOR_DIPLOMACY') /* CSD */ AND EXISTS (SELECT Value FROM Defines WHERE Name = 'EMBASSY_IMPROVEMENT')

but then i see, that in Community Balance Patch - Compatibility Files (EUI) (5-13) are also some changes to tables from CSD.

at this point, i need 2 switches - which is to much overhead

which Defines can i use with freedom, that will not be changed in future... so i can include switches to make my mod compatible to all extensions separate?
 
one more registration? :sad: ;)


another question... i working on a a way to identify, which tables/columns are added/altered from which mod.

i think about something like this:
Code:
SELECT Flavors.Type AS FT, 'DoFToVotes' AS YT, 50 AS Flavor
FROM Flavors
WHERE Flavors.Type IN ('FLAVOR_DIPLOMACY') /* CSD */ AND EXISTS (SELECT Value FROM Defines WHERE Name = 'EMBASSY_IMPROVEMENT')

but then i see, that in Community Balance Patch - Compatibility Files (EUI) (5-13) are also some changes to tables from CSD.

at this point, i need 2 switches - which is to much overhead

which Defines can i use with freedom, that will not be changed in future... so i can include switches to make my mod compatible to all extensions separate?

Why not use the custommodtable or custommodoptions as your 'defines?'
G
 
Two more database errors for you:

[9954.049] no such column: loaded
[9955.937] no such column: Buildings.DPToVotes

Seem to be occurring in:

AnC_QuerryViews.sql (should this be query, or quarry perhaps?)

and

AnC_Flavor4All.sql

and

AnC_Cleaning.sql

G
 
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