adrianj
Deity
What early information can be gained from the demographics screen?
These are screenshots of the demographics screen taken from a custom game I am playing at the moment. Not coincidentally, the settings are the same as a current GOTM - bonus points for guessing which one. They are:
(To reiterate, this is from a custom game with the same settings - therefore no spoiler info)
I am Shaka (massive give away there!) = Expansive + Aggressive, starting techs Hunting and Agriculture.
Difficulty level is Emperor
Pangea map type
6 AI players
Normal game speed
Standard map size
Temperate Climate
Medium Sea Level
I have taken a screenshot of the demographics screen on turn 1 - after everyone including myself has founded their first (and only on this level) city.
What follows is a summary of the information I think you can find from this demographics screen. It can be especially useful to figure out in advance what AI leaders you might be sharing the world with - and if you are like me it can help you tailor your test games for GOTM and SGOTM games.
Please refer to Robi D's excellent War Academy article The Inner Workings of the Demographics Screen Explained for an explanation of each of the terms used in the demographics screen. Also, a lot of this information doesn't really apply to deity level, since the extra settler the AI starts with can really confuse things.
GNP (Gold)
This is all commerce, including espionage points and culture. I have a palace producing 4 , 2 and 8 and my city tile is producing 1 for a total of 15. (My 1 population is working a forested plains hill, so no commerce from that). The extra 1 commerce comes from the +1 modifier everyone gets for having 1 city, giving my total of 16 GNP.
Rival Worst of 17 - You might think that this AI is working a +1 tile, eg flooplain, but they aren't. This is the lowest possible GNP on this difficulty level. But the extra compared to the human player is that they effectively get a 1/0.85 research bonus on this difficulty level.
Rival Best of 20 - Your first guess would be that this is a financial AI working a normally 2 tile like seafood. BUT, creative leaders also get +2 GNP since culture is counted.
A financial leader would actually have total raw research of (8 (palace) + 1(city tile) + 3(seafood tile) + 1 (freebie)) = 13 raw commerce. 13/0.85 = 15 GNP for science. +2 from + 4 = 21! Therefore, this isn't a financial leader, it is either a creative leader or a non-financial leader working seafood. Most likely creative since the AI doesn't tend to work seafood tiles this early on.
The average is 18. The average is always rounded down to the nearest whole number. In this case I don't think it tells us much. There could be more than 1 creative leader and the rest are all 17 GNP, or there are some AI working floodplains which is quite common.
Mfg. Goods (Prod.)
This doesn't tell us a lot, just what kind of tiles the AI are working.
I'm working a forested plains hill, for total of 4 per turn. Nothing special.
Rival best is 2 - probably working a grassland forest.
Rival worst is 1 - working a 0 tile, eg floodplains.
Average is 1. Again doesn't tell us a lot, just that they are all between 1 and 2 which is exactly what rival best and worst is telling us.
Crop Yield (Food)
The same sort of information as Mfg. Goods but for food. The best rivals are working a 3 tile, ie, floodplains, the worst are working 2 tiles.
Soldiers
My value of 2000 is because I have knowledge of Hunting. If I didn't know Hunting, and knew Mining I would have 2000 for my warrior and +2000 for the mining tech = 4000. Any leader that starts with the wheel will have 6000 soliders (warrior or Hunting + the wheel tech (4000). Mansa Musa is a unique case, as then I would have 8000 to start from the free warrior, mining and the wheel.
The rival power can tell you a lot, but there is a lot to confuse the matter from the difficulty level. At emperor the AI gets 2 archers (2*3000) to start with, and the techs archery (6000) and hunting (2000). So the minimum for AIs who don't have mining or the wheel is 14000. If they have Mining they'll be up to 16000, with the Wheel they'll be at 18000. Hammurabi and Mansa Musa are both specials cases because their UUs are both worth 4000 not 3000. Hammurabi starts with the Wheel, so starting power is 20000. Mansa Musa has the wheel as well as mining so starts with 22000.
In this game neither of these two is present.
The average tells me that the total amongst the 6 AIs is 6*15333 = 92000. At least one of which is 18000 (knows the wheel), another is 14000, so divide the remaining 60000 amongst 4 players gives an average of 15000 each. Not every useful unfortunately - could still be another 18000 and some 14000s or 2x 16000s. But at least 2 of this group must also be a 14000.
So we do know there is at least 3 AIs who don't know the wheel or mining - this list isn't as long as you might think (less than half the civs: Greek, Holy Roman, Persian, Incan, Spanish, Aztec, Viking, American, Zulu, Native American, Japanese, Dutch, Celtic).
Land Area
I have 1 ocean/sea tile in my starting 9 tiles giving me 8000. Some poor AI has 4 sea/ocean tiles and the rest range up to 9000 = no sea/ocean tiles. Not much information yet.
But in a few turns time, the creative leaders will expand their borders before everyone else. So if you check the demographics the turn before your own borders expand you'll know for sure if there are creative leaders out there. I did so and can tell you than on turn 4 the line read: best = 21000, average = 9333, worst = 5000.
In this game there is one AI with 21000 land on turn 4. Obviously creative. The total amongst them is 9333 * 6 = 56000. Take out the 21000 and 5000 leaves 30000 spread amongst the other 4 AI, or on average 7500 each. It would be very unlikely for there to be a second creative leader (unless they had a lot of sea/ocean (>7) in their 21 tiles and the others also had lots of sea/ocean - but this is Pangea after all)
Population
Nothing to be learnt here. Everyone starts with 1000 = 1 population. If you kept checking back you'll get an idea when the AIs have grown to size 2 (6000 pop) and I guess whether or not they're building a worker rather than growing.
Approval Rate
This determines the ratio of /)+). For non-charismatic leaders on emperor level it is 5/6 = 83%. Charistmatic leaders enjoy +1 , boosting their approval rate to 6/7 = 85%.
In this game there are no charismatic AI leaders.
Life Expectancy
Basically the same formula as approval rate but for health, and drop the % sign. Except that things get confused because there's no way of knowing an expansive leader is surrounded by jungle/floodplains or a non-expansive leader has founded next to a river and lots of forest. The most you could realistically get from forests/fresh water is 9, which on this difficulty level would give Life Expectancy of 91 for a non-expansive leader. 92 or higher must be an expansive leader. It just so happens that there is one in this game.
Exports-Imports
This is a measure of trade routes with other AI. Until there are open borders agreements in place, it will always be 0.
Summary
So what do we know about the other AIs of this game?
1. Obvsiously no second Shaka (52 possible leaders left)
2. Hammurabi and Mansa Musa are not present (50)
3. No charismatic leaders (41)
4. 3 leaders don't have mining or the wheel (12 possible for those 3 spots)
5. Only 1 is creative. (9 for that spot, 32 for the other 5 spots)
6. At least 1 is expansive and not Washington (cha) or Shaka (me) (8 for that spot)
So it obviously isn't an exact science. (It's starting to feel like one of those logic puzzles - neighbour A has a red car and a pet that eats lettuce... neighbour B lives at an address less than neighbour C and has a pet mouse...). But I feel that in some situations there is a lot to be learned.
Can anyone think of anything else useful to be learned this early on?
How might it affect your strategy? (Eg, you know for certain that Mansa Musa is in the game)
These are screenshots of the demographics screen taken from a custom game I am playing at the moment. Not coincidentally, the settings are the same as a current GOTM - bonus points for guessing which one. They are:
(To reiterate, this is from a custom game with the same settings - therefore no spoiler info)
I am Shaka (massive give away there!) = Expansive + Aggressive, starting techs Hunting and Agriculture.
Difficulty level is Emperor
Pangea map type
6 AI players
Normal game speed
Standard map size
Temperate Climate
Medium Sea Level
I have taken a screenshot of the demographics screen on turn 1 - after everyone including myself has founded their first (and only on this level) city.
What follows is a summary of the information I think you can find from this demographics screen. It can be especially useful to figure out in advance what AI leaders you might be sharing the world with - and if you are like me it can help you tailor your test games for GOTM and SGOTM games.
Please refer to Robi D's excellent War Academy article The Inner Workings of the Demographics Screen Explained for an explanation of each of the terms used in the demographics screen. Also, a lot of this information doesn't really apply to deity level, since the extra settler the AI starts with can really confuse things.
GNP (Gold)
This is all commerce, including espionage points and culture. I have a palace producing 4 , 2 and 8 and my city tile is producing 1 for a total of 15. (My 1 population is working a forested plains hill, so no commerce from that). The extra 1 commerce comes from the +1 modifier everyone gets for having 1 city, giving my total of 16 GNP.
Rival Worst of 17 - You might think that this AI is working a +1 tile, eg flooplain, but they aren't. This is the lowest possible GNP on this difficulty level. But the extra compared to the human player is that they effectively get a 1/0.85 research bonus on this difficulty level.
Rival Best of 20 - Your first guess would be that this is a financial AI working a normally 2 tile like seafood. BUT, creative leaders also get +2 GNP since culture is counted.
A financial leader would actually have total raw research of (8 (palace) + 1(city tile) + 3(seafood tile) + 1 (freebie)) = 13 raw commerce. 13/0.85 = 15 GNP for science. +2 from + 4 = 21! Therefore, this isn't a financial leader, it is either a creative leader or a non-financial leader working seafood. Most likely creative since the AI doesn't tend to work seafood tiles this early on.
The average is 18. The average is always rounded down to the nearest whole number. In this case I don't think it tells us much. There could be more than 1 creative leader and the rest are all 17 GNP, or there are some AI working floodplains which is quite common.
Mfg. Goods (Prod.)
This doesn't tell us a lot, just what kind of tiles the AI are working.
I'm working a forested plains hill, for total of 4 per turn. Nothing special.
Rival best is 2 - probably working a grassland forest.
Rival worst is 1 - working a 0 tile, eg floodplains.
Average is 1. Again doesn't tell us a lot, just that they are all between 1 and 2 which is exactly what rival best and worst is telling us.
Crop Yield (Food)
The same sort of information as Mfg. Goods but for food. The best rivals are working a 3 tile, ie, floodplains, the worst are working 2 tiles.
Soldiers
My value of 2000 is because I have knowledge of Hunting. If I didn't know Hunting, and knew Mining I would have 2000 for my warrior and +2000 for the mining tech = 4000. Any leader that starts with the wheel will have 6000 soliders (warrior or Hunting + the wheel tech (4000). Mansa Musa is a unique case, as then I would have 8000 to start from the free warrior, mining and the wheel.
The rival power can tell you a lot, but there is a lot to confuse the matter from the difficulty level. At emperor the AI gets 2 archers (2*3000) to start with, and the techs archery (6000) and hunting (2000). So the minimum for AIs who don't have mining or the wheel is 14000. If they have Mining they'll be up to 16000, with the Wheel they'll be at 18000. Hammurabi and Mansa Musa are both specials cases because their UUs are both worth 4000 not 3000. Hammurabi starts with the Wheel, so starting power is 20000. Mansa Musa has the wheel as well as mining so starts with 22000.
In this game neither of these two is present.
The average tells me that the total amongst the 6 AIs is 6*15333 = 92000. At least one of which is 18000 (knows the wheel), another is 14000, so divide the remaining 60000 amongst 4 players gives an average of 15000 each. Not every useful unfortunately - could still be another 18000 and some 14000s or 2x 16000s. But at least 2 of this group must also be a 14000.
So we do know there is at least 3 AIs who don't know the wheel or mining - this list isn't as long as you might think (less than half the civs: Greek, Holy Roman, Persian, Incan, Spanish, Aztec, Viking, American, Zulu, Native American, Japanese, Dutch, Celtic).
Land Area
I have 1 ocean/sea tile in my starting 9 tiles giving me 8000. Some poor AI has 4 sea/ocean tiles and the rest range up to 9000 = no sea/ocean tiles. Not much information yet.
But in a few turns time, the creative leaders will expand their borders before everyone else. So if you check the demographics the turn before your own borders expand you'll know for sure if there are creative leaders out there. I did so and can tell you than on turn 4 the line read: best = 21000, average = 9333, worst = 5000.
In this game there is one AI with 21000 land on turn 4. Obviously creative. The total amongst them is 9333 * 6 = 56000. Take out the 21000 and 5000 leaves 30000 spread amongst the other 4 AI, or on average 7500 each. It would be very unlikely for there to be a second creative leader (unless they had a lot of sea/ocean (>7) in their 21 tiles and the others also had lots of sea/ocean - but this is Pangea after all)
Population
Nothing to be learnt here. Everyone starts with 1000 = 1 population. If you kept checking back you'll get an idea when the AIs have grown to size 2 (6000 pop) and I guess whether or not they're building a worker rather than growing.
Approval Rate
This determines the ratio of /)+). For non-charismatic leaders on emperor level it is 5/6 = 83%. Charistmatic leaders enjoy +1 , boosting their approval rate to 6/7 = 85%.
In this game there are no charismatic AI leaders.
Life Expectancy
Basically the same formula as approval rate but for health, and drop the % sign. Except that things get confused because there's no way of knowing an expansive leader is surrounded by jungle/floodplains or a non-expansive leader has founded next to a river and lots of forest. The most you could realistically get from forests/fresh water is 9, which on this difficulty level would give Life Expectancy of 91 for a non-expansive leader. 92 or higher must be an expansive leader. It just so happens that there is one in this game.
Exports-Imports
This is a measure of trade routes with other AI. Until there are open borders agreements in place, it will always be 0.
Summary
So what do we know about the other AIs of this game?
1. Obvsiously no second Shaka (52 possible leaders left)
2. Hammurabi and Mansa Musa are not present (50)
3. No charismatic leaders (41)
4. 3 leaders don't have mining or the wheel (12 possible for those 3 spots)
5. Only 1 is creative. (9 for that spot, 32 for the other 5 spots)
6. At least 1 is expansive and not Washington (cha) or Shaka (me) (8 for that spot)
So it obviously isn't an exact science. (It's starting to feel like one of those logic puzzles - neighbour A has a red car and a pet that eats lettuce... neighbour B lives at an address less than neighbour C and has a pet mouse...). But I feel that in some situations there is a lot to be learned.
Can anyone think of anything else useful to be learned this early on?
How might it affect your strategy? (Eg, you know for certain that Mansa Musa is in the game)