Legen
Emperor
- Joined
- Sep 13, 2015
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- 1,497
Spoiler AI handicaps :
From Recursive's 1-05 proposal:
Note on AIUnitUpgradePercent
- Currently, this bonus is applied to the unit upgrade cost after it is reduced by AITrainPercent and AIPerEraModifier, which is double-dipping that trivializes unit upgrade costs. As part of this proposal, I will change unit upgrade costs to be based on the unit's base production cost, not its cost reduced by difficulty. To offset this, the bonus has been increased a bit on higher difficulties. AI will actually have to spend Gold to upgrade units now.
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 |
Note on AIUnitUpgradePercent
- Currently, this bonus is applied to the unit upgrade cost after it is reduced by AITrainPercent and AIPerEraModifier, which is double-dipping that trivializes unit upgrade costs. As part of this proposal, I will change unit upgrade costs to be based on the unit's base production cost, not its cost reduced by difficulty. To offset this, the bonus has been increased a bit on higher difficulties. AI will actually have to spend Gold to upgrade units now.
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)
Spoiler Brazil's UA :
UA: Carnival
"We Love the King Day" become Carnivals, adding -50% Unhappiness from Needs. When a Golden Age begins, 30% of Golden Age Points convert into Gold and Tourism, and Cities gain 10 turns of Carnival.
"We Love the King Day" become Carnivals, adding -50% Unhappiness from Needs. When a Golden Age begins, 30% of Golden Age Points convert into Gold and Tourism, and Cities gain 10 turns of Carnival.
Proposal
- Brazil's UA only converts GAP into Gold and Tourism starting at Renaissance Era.
Spoiler How the UA would look like :
UA: Carnival
"We Love the King Day" become Carnival, adding -50% Unhappiness from Needs. When a Golden Age begins, 30% of its cost converts into Gold and Tourism (starting at Renaissance), and Cities gain 10 turns of Carnival.
"We Love the King Day" become Carnival, adding -50% Unhappiness from Needs. When a Golden Age begins, 30% of its cost converts into Gold and Tourism (starting at Renaissance), and Cities gain 10 turns of Carnival.
Rationale
This proposal mainly aims to prevent AI Brazil from using the GAP from handicaps as a mini version of Carthage's and Arabia's UAs. As it is, the GAP they get from founding cities (among other sources) translates into some early gold due to their UA. The extra gold in Ancient/Classical eras from handicaps per difficulty is as follows:
Prince | King | Emperor | Immortal | Deity | |
---|---|---|---|---|---|
Normal yields from handicap | 24 | 46 | 72 | 91 | 114 |
Additional Gold from UA conversion | 7 | 14 | 21 | 27 | 34 |
While minor for Prince and King, it is enough to raise the effective gold from handicaps in Emperor and above to as if Brazil were one difficulty higher. This can make AI Pedro partially feel like its playing at a higher difficulty relative to other AIs, and in a way that isn't reflective to how the civ performs in human hands. Having it delayed to a later era should be enough to address this.
The choice for Renaissance Era is due to two reasons: the country's history and relative parity between Pangea and Continent maps. Brazil's official history starts at year 1500, when the Portuguese first spotted its lands. This places their history's start at Renaissance Era, which the UA can reference. The second reason is due to Renaissance being the era when all civs tend to be met and tourism starts affecting everyone, instead of roughly half the civs in Continent-type maps. Having Brazil start converting GAP into tourism at this era puts their performance between these two types of map at a closer parity.