Legen
Emperor
- Joined
- Sep 13, 2015
- Messages
- 1,498
Spoiler Dojo's yields from combat experience, both old and current :
Old ability
When Units are promoted, gain
Culture and
Science based on their current Level.
Formula: max [1, 4*(new level -2)^2]
Current ability
When Units created by this City gain Experience through combat, gain
Science and
Culture equal to the gained Experience.
Conversion rate: 1 XP = 1

Yields gain are rounded down, should the unit gain fractional values (e.g. 7.5 XP = 7
).
When Units are promoted, gain


Formula: max [1, 4*(new level -2)^2]
Current ability
When Units created by this City gain Experience through combat, gain


Conversion rate: 1 XP = 1


Yields gain are rounded down, should the unit gain fractional values (e.g. 7.5 XP = 7


Proposal
- Increase the conversion rate of Dojo's yields from combat experience by 40% (from 1x to 1.4x).
Rationale
Japan had a sharp drop in performance in the latest AI-only test, going from 7th to 38th, or from a 20% winrate to 2%. I had predicted before that Japan's performance came mainly from the XP handicaps that the AI gets (20 starting XP and +60% XP from combat at Emperor), as the old Dojo ability had exponential scaling with unit level, and two proposals that tried to address it passed: (5-19b), which removed the impact of AIFreeXP starting XP, and (6-26), which prevents AIFreeXPPercent from giving bonus XP from combat vs other AIs. The first proposal had minor impact overall, with Japan dropping from 3rd to 7th. The second one, however, is when Japan dropped from 7th to 38th.
Given the results seen after proposal (6-26), we can expect adjustments to yield conversion to be the most effective way to balance their performance, and we can now do so without major concern regarding AI XP handicaps. The AIFreeXPPercent handicap for Emperor is 60%, so a number somewhere below that should be a good starting value.
MAGI: Complex proposal, the existing database column only supports integer values for the conversion rate
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