davidlallen
Deity
This thread is for discussion about how to tune the economics and buildings so that it is interesting, and the AI can use them to expand as well as the human player.
My guess is that something about the DW resource distribution makes the AI look around, fail to see any interesting colony sites, and decide not to build settlers.
* I am not sure of the reason for splitting up granary into three buildings; merge it back into one.
* Rename spice refinery to just plain refinery. It has nothing to do with spice; it gives an additional happiness for mineral bonuses.
Several of the wonders provide benefits at coastal cities.
Remember, in dw every city is a coastal city.
I often notice that ai builds a settler but then keep it inside city. I know that ai won't send settlers out if it doesn't has an adequate military unit to protect it. Maybe too much danger in desert?
# Take multiple actions at the end of each player turn
def onEndGameTurn(self, argsList):
iGameTurn = argsList[0]
self.Initialize()
self.Dequeue()
(iUnowned, iWormCount, iSpiceCount, iStormCount, \
iMaxStr, lStorms) = self.Count()
# self.WormAdd(iUnowned, iWormCount, iMaxStr)
self.BlowAdd(iSpiceCount)
# self.StormAddSubtract(iUnowned, iStormCount, lStorms)
self.Thumper()
self.SpiceDecay()
self.SpiceBlow()
self.TleilaxSpy()
self.StatPrint(iGameTurn)
Really? So a wonder which gives +2 Trade Routes in every coastal city, gives +2 trade routes in every city? That affects some of the wonders."
Others which give +1 hammer or +1 food in ocean tiles, still only benefit cities which are really "coastal".
Now for the real solution.
There is a AI_getWaterDanger in CvPlayerAI. It calculates how dangerous a water area is (it counts all enemy units in a certain range that can attack). We could remove all barbarian units from that danger count. This will maybe also help fixing that hover spam (only a guess).
* I am not sure of the reason for splitting up granary into three buildings; merge it back into one.
* The trade port and crystal database provide only small benefits. Eliminate them.
* Rename spice refinery to just plain refinery. It has nothing to do with spice; it gives an additional happiness for mineral bonuses.
Another possibility; give them a 100% withdraw chance.I have made the storms and blows attack strength 0 and defensive only
Another possibility; give them a 100% withdraw chance.
Or: try implementing FFH style attack/defense values, and give them 0 attack but 1000 defense.
Another possibility; rather than just having barbarian worm units out in the desert which might scare the AI, you could make an "on-move" event trigger similar to how Treant spawning with Fellowship of Leaves works in FFH.
Any time a unit moves into a new desert tile, there is a small chance (maybe 2%?) that a sandworm is created somewhere nearby, within a 3 tile radius.
And it has the added awesomeness benefit of having worms actually attracted by vibrations of surface units!
Would be even more awesome if you could limit the unit types that triggered it, so infantry or rovers or surface vehicles did, but maybe some hover units and thoptor units did not.
Thanks for the suggestions. Withdraw chance only works when the unit attacks. It is a common misunderstanding, but if you are the defender, your withdraw chance does not matter
If they randomly pop up, then it is random and I cannot plan around it.
Agreed, which is why I would have the popup 2 tiles or 3 tiles away, not on an adjacent tile (or very rarely an adjacent tile).
But as it is, with only 1 move they are incredibly easy to avoid, and never pose a threat to any non-automated units.
It seems like Worms should mostly be eating deep harvesters, but you definitely *don't* want a result that makes it so you are force to micromanage your deep harvesters in order to avoid losing them. That would get frustrating and boring fast.
What do you think about making that take 2-3 turns to create?
So I don't think there is a micromanagement aspect, or at least there doesn't need to be.
But this would still work better with worm spawning than generic barbarian worms; worms could have a much higher chance of spawning on or next to a spice tile, particularly if it have a refinery on it. It would also be cool if worms sought out refineries and auto-pillaged them when they moved onto the tile.
Having them all out there means the amount of worms is independent of the amount of player activity on the desert. Popping them nearby to units out there seems much more fake to me.
if a sandworm burrows in the desert and doesn't eat anyone, is it really there?
Part of the problem is that 1-move worms really aren't scary at all cos even infantry can outrun them; again with the double moves in deep desert suggestion.