Legen
Emperor
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Voting Instructions
Players, please cast your votes in the poll above. Vote "Yea" if you'd be okay if this proposal was implemented. Vote "Nay" if you'd be okay if this proposal wasn't implemented.
You can vote for both options, which is equivalent to saying "I'm fine either way", but adds to the required quorum of 25 votes in favor.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 5, Proposal 33
Proposal
Rationale
This is an AI handicap adjustment intended to remove
Golden Age Points as a special balance point for the AI. Right now, the AI has six triggers that grant them
GAP, including founding cities (
Capital included), and an injection of ![Food :c5food: :c5food:](/images/smilies/civ5/food.png)
![Gold :c5gold: :c5gold:](/images/smilies/civ5/gold.png)
![Science :c5science: :c5science:](/images/smilies/civ5/science.png)
yields whenever they start a Golden Age. This means that
GAP acts as an alternative source of those four yields that the AI already get from many of their other triggers; in their case, the
GAP can be replaced for a direct increase on the ![Food :c5food: :c5food:](/images/smilies/civ5/food.png)
![Gold :c5gold: :c5gold:](/images/smilies/civ5/gold.png)
![Science :c5science: :c5science:](/images/smilies/civ5/science.png)
yields they already provide.
Of note is that two of those triggers (World Wonders and Great People) create an AI bias towards certain policies and playstyles, namely Artistry and civilizations that favor Great People generation (e.g. Austria, Japan), making them scale exceptionally well with higher difficulties. This is likely a factor on Artistry being the most commonly adopted Medieval policy tree by the AI, and is bound to affect all the other proposals in this congress regarding
GAP sources. The abundance of
GAP injections in so many triggers also affects the overall balance of
GA oriented civs, as they can stay under the effects of their boosted GAs for longer under AI control. Brazil is a particularly notable case, in that they turn such
GAP injections into a mini version of Carthage's UA; found a city, gets
gold indirectly through their UA's
GAP conversion.
It is hard to estimate a numerical impact for how much these
GAP injections increase the AI's overall yields. For now, it may be better to observe the impact of the GAP removal before deciding if the AI needs compensation.
Amendment: Removed increases of A/B/C values. Rationale adjusted accordingly.
Players, please cast your votes in the poll above. Vote "Yea" if you'd be okay if this proposal was implemented. Vote "Nay" if you'd be okay if this proposal wasn't implemented.
You can vote for both options, which is equivalent to saying "I'm fine either way", but adds to the required quorum of 25 votes in favor.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 5, Proposal 33
Spoiler AI handicaps :
From Recursive's 1-05 proposal:
AI Periodic Yield Bonuses
The amount of yields gained on difficulties above Warlord is calculated as follows:
Yield Bonus = DifficultyBonusBase * (DifficultyBonusA + (DifficultyBonusB * Era) + (DifficultyBonusC * Era * Era)) / 100 (rounded down)
Era = current game (average) era, counting Ancient and Classical as era #1, Medieval as era #2, etc.
The types of yields granted for each trigger are as follows (no Production bonus anymore, Food yield is divided amongst all of the AI's cities):
Difficulty Setting | What does it do? | Settler | Chieftain | Warlord | Prince | King | Emperor | Immortal | Deity |
---|---|---|---|---|---|---|---|---|---|
AIStartingDefenseUnits | Extra Warriors (or era equivalent unit) at game start | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 |
StartingMinorDefenseUnits | Extra Warriors (or era equivalent unit) at game start for City-States | 0 | 0 | 1 | 1 | 2 | 2 | 3 | 3 |
AIWorkRateModifier | Workers complete improvements x% faster | +0% | +0% | +0% | +25% | +35% | +50% | +60% | +70% |
AIUnhappinessPercent | % modifier to Unhappiness from Needs | +10% | +5% | -0% | -0% | -0% | -0% | -0% | -0% |
AIUnitCostPercent | Discount on unit maintenance | 100% | 100% | 100% | 90% | 85% | 80% | 75% | 70% |
AIBuildingCostPercent | Discount on building maintenance | 100% | 100% | 100% | 90% | 85% | 80% | 75% | 70% |
AIUnitUpgradePercent | Discount on unit upgrade cost | 100% | 100% | 100% | 90% | 80% | 70% | 60% | 50% |
AITrainPercent | Modifier to combat unit production cost | 110% | 105% | 100% | 90% | 85% | 80% | 75% | 70% |
AIConstructPercent | Modifier to building production cost | 110% | 105% | 100% | 90% | 85% | 80% | 75% | 70% |
AIPerEraModifier | Additional reduction to building and combat unit production costs (multiplicative) for each game era that passes | -0% | -0% | -0% | -4% | -6% | -8% | -9% | -10% |
AICivilianPercent (new) | Modifier to production cost for non-combat units | 110% | 105% | 100% | 100% | 100% | 100% | 100% | 100% |
AICreatePercent AIWorldCreatePercent AIWorldConstructPercent | Modifiers to production cost for Projects, World Wonders and World Congress Projects | 110% | 105% | 100% | 100% | 100% | 100% | 100% | 100% |
AIFreeXP | Free XP given to units (except starting pathfinder), scaling with game speed | 0 | 0 | 0 | 10 | 15 | 20 | 25 | 30 |
AIFreeXPPercent | % increase to XP gain from combat | +0% | +0% | +0% | +20% | +40% | +60% | +80% | +100% |
VisionBonus | Extra sight for AI units (except scouting and trade units) in # of tiles | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 2 |
AIResistanceCap (new) | Maximum anti-warmonger fervor AGAINST the AI | 64% | 48% | 32% | 40% | 50% | 50% | 50% | 50% |
AIBarbarianBonus | AI Bonus VS Barbarians | 0% | 10% | 20% | 20% | 25% | 25% | 30% | 30% |
DifficultyBonusBase | See AI Periodic Yield Bonuses, below | 0 | 0 | 0 | 4 | 7 | 10 | 12 | 14 |
DifficultyBonusA | See below | 0 | 0 | 0 | 320 | 335 | 350 | 360 | 375 |
DifficultyBonusB | See below | 0 | 0 | 0 | 190 | 210 | 230 | 240 | 260 |
DifficultyBonusC | See below | 0 | 0 | 0 | 100 | 123 | 145 | 160 | 180 |
AI Periodic Yield Bonuses
The amount of yields gained on difficulties above Warlord is calculated as follows:
Yield Bonus = DifficultyBonusBase * (DifficultyBonusA + (DifficultyBonusB * Era) + (DifficultyBonusC * Era * Era)) / 100 (rounded down)
Era = current game (average) era, counting Ancient and Classical as era #1, Medieval as era #2, etc.
The types of yields granted for each trigger are as follows (no Production bonus anymore, Food yield is divided amongst all of the AI's cities):
- Enters a new era (3x normal bonus; Food, Gold, Golden Age Points, Science, Culture)
- Founds its original capital (Gold, Golden Age Points)
- Founds a new city, other than its capital (Food, Gold, Golden Age Points, Science, Culture)
- Wins a war (warscore 25+) (Food, Gold, Golden Age Points, Science, Culture)
- Starts a Golden Age (Food, Gold, Science, Culture)
- Constructs a World Wonder (Gold, Golden Age Points)
- Generates a Great Person (Gold, Golden Age Points)
- Completes an antiquity site dig by building a Landmark or extracting an artifact (Gold)
- Completes a trade route to another civilization or City-State (Gold)
Proposal
- Remove all
Golden Age Points from the AI Periodic Yield Bonuses.
Rationale
This is an AI handicap adjustment intended to remove
![Goldenage :c5goldenage: :c5goldenage:](/images/smilies/civ5/goldenage.png)
![Goldenage :c5goldenage: :c5goldenage:](/images/smilies/civ5/goldenage.png)
![Capital :c5capital: :c5capital:](/images/smilies/civ5/capital.png)
![Food :c5food: :c5food:](/images/smilies/civ5/food.png)
![Gold :c5gold: :c5gold:](/images/smilies/civ5/gold.png)
![Science :c5science: :c5science:](/images/smilies/civ5/science.png)
![Culture :c5culture: :c5culture:](/images/smilies/civ5/culture.png)
![Goldenage :c5goldenage: :c5goldenage:](/images/smilies/civ5/goldenage.png)
![Goldenage :c5goldenage: :c5goldenage:](/images/smilies/civ5/goldenage.png)
![Food :c5food: :c5food:](/images/smilies/civ5/food.png)
![Gold :c5gold: :c5gold:](/images/smilies/civ5/gold.png)
![Science :c5science: :c5science:](/images/smilies/civ5/science.png)
![Culture :c5culture: :c5culture:](/images/smilies/civ5/culture.png)
Of note is that two of those triggers (World Wonders and Great People) create an AI bias towards certain policies and playstyles, namely Artistry and civilizations that favor Great People generation (e.g. Austria, Japan), making them scale exceptionally well with higher difficulties. This is likely a factor on Artistry being the most commonly adopted Medieval policy tree by the AI, and is bound to affect all the other proposals in this congress regarding
![Goldenage :c5goldenage: :c5goldenage:](/images/smilies/civ5/goldenage.png)
![Goldenage :c5goldenage: :c5goldenage:](/images/smilies/civ5/goldenage.png)
![Goldenage :c5goldenage: :c5goldenage:](/images/smilies/civ5/goldenage.png)
![Goldenage :c5goldenage: :c5goldenage:](/images/smilies/civ5/goldenage.png)
![Gold :c5gold: :c5gold:](/images/smilies/civ5/gold.png)
![Goldenage :c5goldenage: :c5goldenage:](/images/smilies/civ5/goldenage.png)
It is hard to estimate a numerical impact for how much these
![Goldenage :c5goldenage: :c5goldenage:](/images/smilies/civ5/goldenage.png)
Amendment: Removed increases of A/B/C values. Rationale adjusted accordingly.
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