A lot of suggestions/comments

TowerWizard

Warlord
Joined
Aug 6, 2008
Messages
277
I have so many ideas, that I thought it would be better to start a new thread to post them all in, and then possibly distribute them to the correct threads afterwards. The ideas are not listed in any particular order. I always play on deity difficulty (immortal-BUG-switch-to-diety trick), with revolutions turned on.

1. Game options
1a) "No Events"
I was forced to restart my most recent game (earth 28 prefixed civs) and turn off events, since volcanoes erupted every-friggin-where. What is up? Sure, tectonics is a nice feature, but come on!

1b) "Great Commanders"
This option is OP. The AIs apparently does not use this option to the best effect, so you the player will own in every battle. The way I do battle is by a small expert task force led by one Great Commander. By now that guy has all possible promotions, making battles 100% successful. Why not enforce a level cap on the commander? The cap can be increased by techs all along the tech tree. Also, some of those promos should need to be unlocked by techs.

1c) "Divine Prophets"
This game option is also too powerful. You get so many benefits. You can choose which city to found the religion in, but, more importantly, you can choose NOT to found religions. With 26 religions in the game, and so many penalties from having multiple religions in a city, you sometimes want to be able to pick and choose. This is all well and good. The problem is that the option uses Great Prophets as the foundling units. Use missionaries! Every player (not just the first) gets one missionary in a rando city from the religion the tech would normally found without this game option. Give these missionaries 100% spread chance. The first city to get the religion becomes the holy city. If you don't want to found it, delete the missionary. Simple as that. Much more balanced.

1d) "Hero Units"
Not an option, but it should be. They are ridiculously powerful. Strength 12 during Ancient Era (Theseus) is way to much. Yes, the downside is that they cannot be upgraded. Be that as it may, this one unit combined with a Great Commander and a Healer is like having a Panzertank. It destroys everything in its wake. Movement 3, can attack multiple times, 90% withdrawal chance... Nerf them please! Hero units should have no more than 1 or 2 points of strength above the best other units in its era. Theseus have 6-7 higher strength than the contemporaries. Also, enforce a level cap based on tech levels, that increases during the game. This would prevent über units. Also, the AI does not seem to build any Hero units.

2. Religions
There are 26 religions in the game. Most of those religions come with a +10% research building, usually a monastery. Those +10%'s ramp up fast. My suggestion is the following. The state religion buildings work as normal. However, when constructing buildings belonging to non state religions, you suffer a -50% penalty to hammers, to represent the difficulty of minorities to get funding/workers to build these buildings. Also, all benefits from non state religion buildings get halved, to represent the lower impact these have on society. Certain civics could modify this behavior.

3. Wonders
I love the idea of cities only being able to construct a certain number of wonders, based on culture level. Brilliant! This forces the player to "devote to the arts", so to speak. It also forces him/her to found more cities to make room for more Wonders. However, Obsoleted wonders should not count, nor should the Culture Wonders. It is counter-intuitive to build a culture Wonder that allows you to produce Wonders faster, but at the same time prevents you from Building one of those Wonders in that City (by stealing a Wonder slot). Culture Wonders should be made unlimited. They are still heavily limited by the fact that they have such hard demands on resources/culture that no more nerfing is needed. By the way, the Industrious trait is too powerful I think. It should be nerfed to only provide +25% to Wonder Building. Also, Wonders could be tied to Native Cultures, meaning that you can only build the Pyramids if you have the African Native Culture, Stonehenge only if you have European Native Culture and so on and so forth. Would be more realistic and challenging.

4. Buildings
There are too many of them. They overpower you. They sap your will to live. The idea of founding a new City during ancient/medieval eras is a horrible one, not to mention founding one even later. Suggestion: Many of the buildings should only be needed to be built one time. As soon as one of your cities builds one of them, it immediately copies to other cities, and prevents them from be built multiple times. The logic is the same as with the logic behind the techs: as soon as someone somewhere in your civ knows about a new tech, everyone else also immediately knows about it. In other words, technology is global. Why not make certain buildings global too? This should be true for all of the no-brainer buildings that all cities need. Bark-gatherer, root tubers, cobbler... If a building can and should be built in all cities, then they should benefit from this change, and be copied to all cities upon completion. However, all those local buildings that depend on circumstances, should only be copied to those cities that share that same circumstance. The harbor building, for instance, should only be copied to other coastal cities, and a building demanding specific resources in the city vicinity should only be copied to other cities that also have that same resource. As a rule of thumb, all buildings that provides extra food, tools and/or gold, and that at the same time does not carry a (huge) detriment, should be copied. Ie Gold Mine (+1 Yuck, +6 Gold) should be copied, but not the Tin Mine (+2 Yuck, +1 Tool)

HOWEVER, as soon as a building have some sort of strategy behind it, and is not just a no-brainer, then these should work as normal. All military buildings should work like normal, ie should not be copied. Defense buildings should not be copied, as should not Science buildings, Religious buildings, Culture buildings and most buildings that carry a penalty, such as -gold, extra unhappyness, extra yuckyness and so on.

The effect of this change should be that you would be looking forward to founding new cities, and not being horrified at the prospect, as presently.

5. Resources
There are many buildings that produces resources, such as milk, tablets, shoes, raw meat, flour... However, you only ever need one city to produce one of these resources. Apart from the buildings themselves (and the option to trade with other civs), you have no real benefit of more than one of these buildings.

What it these resources could, in addition to their normal effects, add +1 to a new counter called a "resource bank". This would be a local thing, so that each city has its own "resource bank" based on how many resources it produces. Now, every unemployed citizen gets a commerce bonus equal to 10% of the value of the "resource bank". So, in a city producing 25 resources, every unemployed citizen would be worth 1 tool and 2.5 commerce.

6. Techs
I would LOVE to have to make hard choices at times during research. That certain techs prevent you from researching other techs. You can have powerful melee units, or powerful mounted units, but not both, for instance.

7. The sliders
The game presents you with a research slider and a gold slider, and later a culture slider and an espionage slider. This is all well and good. But! Why not have a hammer slider too? It would work like the other sliders, but not allow more than 50% commerce-to-hammer conversion, to avoid abuse. If you have 100 commerce and devote 20% commerce to gold, you get 20 gold (100% conversion rate), subject to modifiers. If you have 100 commerce and devote 20% of the commerce into hammers, you get 10 hammers (50% conversion rate), subject to modifiers. This would help some cities to catch up. It could also mean that warmongers could sacrifice tech advances in exchange of getting more units. For that matter, why not make a Food slider, too, also with a 50% conversion rate?

Here me on this. Exactly what is this "commerce" you get? Why do you get more of it along rivers, in cities and in gold mines? My guess is that those places produce valuable goods, that you sell to people to get them to produce what you need. You use the goods to pay someone to think, in order to increase tech pace. By the same token, you use the goods to hire someone to beautify your city, to increase culture output. Why can't you use the trade to hire someone to gather extra wood to build stuff, or hunt more game to be able to grow your cities faster? :crazyeye:

Also, I would strongly suggest that you can choose, in the game, to tie those sliders to individual cities, and to stop them from being global. I have never understood why they are global. The hammers produced by a city is local, so why is not the commerce it generates local too? Makes no sense.

Also, I would suggest that you cannot devote more than 50% of the commerce to any one slider, until you have unlocked that advantage by techs. Five +10% slider unlocks per slider should be distributed along the tech tree.

Thus, if all these changes would be implemented, your first city would have to choose how to distribute its commerce among the four sliders of gold, research, food and hammers. Not an easy choice, now, is it? When you found or conquer a new city, it would be able to make an individual choice of how to distribute its own commerce. Now this is more like strategy, than the old "100% research whenever possible" mantra!
 
Hello i am new and having playing this for a long time so sorry if i am wrong(kinda grateful if somebody tell me since i will learn things i didnt know)

maybe the -punk technologies can be alternatives locking you for the "real" ones, when they get more units atleast
 
I have to agree with you about the monastery buildings. If you can manage to get a lot of religions in your cities you can get a massive research boost. Then you have to avoid Modern Physics like the plague because all of your monastery buildings will go obsolete at the same time once you research it.
 
1a) "No Events"
I was forced to restart my most recent game (earth 28 prefixed civs) and turn off events, since volcanoes erupted every-friggin-where. What is up? Sure, tectonics is a nice feature, but come on!

the volcano events are in a state of flux. We have had many complaints about there not being enough. The simple fix turns out to make it to many. having said that I only got one volcano event in my last test game.

... and so many penalties from having multiple religions in a city,

Wow, this is the first indication I have had that there are penalties with having multiple religions in a city. Perhaps it is not as unbalanced towards the positive as people say.

1d) "Hero Units"
Not an option, but it should be. They are ridiculously powerful.

I agree but not for the reasons you give but because of the 52 military trainers I had in one city. I have suggested that some of the military only heroes be limited to exist only when Great Commanders is on. Does not fix the AI problem with Great Commanders.

2. Religions
There are 26 religions in the game. Most of those religions come with a +10% research building, usually a monastery. Those +10%'s ramp up fast. My suggestion is the following. The state religion buildings work as normal. However, when constructing buildings belonging to non state religions, you suffer a -50% penalty to hammers, to represent the difficulty of minorities to get funding/workers to build these buildings. Also, all benefits from non state religion buildings get halved, to represent the lower impact these have on society. Certain civics could modify this behavior.

Everyone has a different idea on this, including the one that says it is perfect now. There is currently no way for state religion only penalties and bonuses on these buildings. There are a number of changes coming to religions but they will be optional to start with. there is a thread specifically for religion discussion.

3. Wonders
.... However, Obsoleted wonders should not count, nor should the Culture Wonders.

Many obsolete wonders still give benefits even after they go obsolete so this would need to be on a wonder by wonder basis.

Culture wonders should not count, just like Holy Shrines don't count in RoM, RoM:AND or C2C but do in BtS.

Culture Wonders should be made unlimited. They are still heavily limited by the fact that they have such hard demands on resources/culture that no more nerfing is needed.

Totally disagree.;)

Also, Wonders could be tied to Native Cultures, meaning that you can only build the Pyramids if you have the African Native Culture, Stonehenge only if you have European Native Culture and so on and so forth. Would be more realistic and challenging.

Except the Celts, Mesopotamians and others built pyramid like structures so they could have built the pyramids. Same for Stonehenge see the "better" one in the Middle East that predates Stonehenge.

4. Buildings
There are too many of them. They overpower you. They sap your will to live. ...

Most people make this complaint then discover building queues and have no problems. However one of our back ground discussions has been on providing free buildings to cities when they are founded and we now have a better mechanism than writing code to do it. Expect a mod or change to the core in te fullness of time (I would do it but I am away from my C2C computer for the next 2-3 weeks.

6. Techs
I would LOVE to have to make hard choices at times during research. That certain techs prevent you from researching other techs. You can have powerful melee units, or powerful mounted units, but not both, for instance.

I am not sure this is even possible at the moment.

7. The sliders
...
Also, I would strongly suggest that you can choose, in the game, to tie those sliders to individual cities, and to stop them from being global. I have never understood why they are global. The hammers produced by a city is local, so why is not the commerce it generates local too? Makes no sense.

As far as I know this is already possible in the city screen. Just checked, the bits are all there they just don't do anything. See diagram.

I have to agree with you about the monastery buildings. If you can manage to get a lot of religions in your cities you can get a massive research boost. Then you have to avoid Modern Physics like the plague because all of your monastery buildings will go obsolete at the same time once you research it.

It used to be Scientific Method.

The change to Monasteries that I am intending to work on is that
- they get a flat amount of science not % which never goes obsolete. the amount will depend on the religion.
- all get a % boost to science which will decrease over
- state religion buildings will get extra boosts of some kind.

I am also looking at Sevo's "Faces of God" mod which will let you tune your religion quite a bit.
 

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4. Buildings
There are too many of them. They overpower you. They sap your will to live.

On faster speeds it might however, on slower speed and with multiple production you should have no problem producing buildings to the point of running out of buildings to build. This mod was made with builders in mind, which means lots of buildings. And not every type of building can be built. Which means you should use the filters to hide the many buildings you just can't build.

5. Resources
There are many buildings that produces resources, such as milk, tablets, shoes, raw meat, flour... However, you only ever need one city to produce one of these resources. Apart from the buildings themselves (and the option to trade with other civs), you have no real benefit of more than one of these buildings.

You still get the benefits of the building that produces the resource. Also if a city is not connected to the rest of your empire then you can still get the resource in that city. This helps counter ships blocking trade routes if there is a backup resource supplying the empire.
 
Wow, this is the first indication I have had that there are penalties with having multiple religions in a city. Perhaps it is not as unbalanced towards the positive as people say.

Only with REV enabled I suspect
 
Wow, this is the first indication I have had that there are penalties with having multiple religions in a city. Perhaps it is not as unbalanced towards the positive as people say.

Multiple religions mean more instability penalties. I have been very close to loosing cities to rebels because of a revolt due to a new religion being founded in the city. Of course, other than that, there is only upsides.

I agree but not for the reasons you give but because of the 52 military trainers I had in one city. I have suggested that some of the military only heroes be limited to exist only when Great Commanders is on. Does not fix the AI problem with Great Commanders.

Have you tried using one of the early heroes in the manner I described? In the game I play at the moment, the hero, a great commander and a healer have been the cause of 20-30 cities being razed. I know, why do it if you don't like it? Because it is the best way of expanding territory. Are you saying it is not a problem that people can do this? Make Heroes an Option.

Culture wonders should not count, just like Holy Shrines don't count in RoM, RoM:AND or C2C but do in BtS.

Totally disagree.;)

What? You just said that you agreed that they should not count? Did you change your mind one sentence later?


Most people make this complaint then discover building queues and have no problems.

I know how to queue buildings. I still have a problem. I also proposed a solution, that you did not even comment on. I play on eternity. My cities have a lot of hammers. I have many buildings left to build. I play with the multiple production option. It helps a lot. I now how to us BUG options to hide unbuildable buildings and units. It helps a lot. I use the filters. They also help a lot. I like the filters. I also like the complexity of the mod. I like the interconnectivity of the buildings, and the intricacy of the resources' dependencies. What I DON'T like is that you have no choice but to build the same 5000 buildings in every city. Something needs to be done when 90% of the game time is about updating building queues. Pretty please. A much simpler solution would be to be able to rushbuy already built buildings at a big discount, and to be able to rushbuy more than one building at a time.


As far as I know this is already possible in the city screen. Just checked, the bits are all there they just don't do anything. See diagram.

Yes. I know the bits are there. However, even if I manipulate the +'s and -'s from within the city screen, they still change every other city screen. It is global, no matter where you manipulate them.
 
Have you tried using one of the early heroes in the manner I described? In the game I play at the moment, the hero, a great commander and a healer have been the cause of 20-30 cities being razed. I know, why do it if you don't like it? Because it is the best way of expanding territory. Are you saying it is not a problem that people can do this? Make Heroes an Option.

I said I agree with you heroes should be optional. I just gave another reason because I don't play with Great Commanders on since it is a cheat because the AI does not know how to use it.

What? You just said that you agreed that they should not count? Did you change your mind one sentence later?

I said they should not count as wonders but they should still be wonders. You suggested they should be buildable in more than one place in a game. That is what I disagreed with.

I know how to queue buildings. I still have a problem. I also proposed a solution, that you did not even comment on. I play on eternity. My cities have a lot of hammers. I have many buildings left to build. I play with the multiple production option. It helps a lot. I now how to us BUG options to hide unbuildable buildings and units. It helps a lot. I use the filters. They also help a lot. I like the filters. I also like the complexity of the mod. I like the interconnectivity of the buildings, and the intricacy of the resources' dependencies. What I DON'T like is that you have no choice but to build the same 5000 buildings in every city. Something needs to be done when 90% of the game time is about updating building queues. Pretty please. A much simpler solution would be to be able to rushbuy already built buildings at a big discount, and to be able to rushbuy more than one building at a time.

I did not like the idea.
 
@Dancing
Sorry, I was a bit tired and cranky yesterday. Thanks for the replies, guys. You are doing a great job on the mod, and deserve better than to have to reply to posts like my previous one; I was just trying to help with something I felt was needed, but got carried away.

I meant that Culture Wonders should be like you describes: Wonders, one per game, but not count towards the Wonder limit.

Even if you don't agree with me on the subject of the buildings, something have to be done.

Oh, and the REVs option. I would love it if I played with revolutions on, but the AI did not. It is not very fun to fins all your allies (and enemies) crumble into multiple parts during the game. Makes diplomacy very messy, and not very rewarding.

And please, the person who made it so that newly produced units start sleeping in the cities? What were you thinking? Do you understand how many turns I have lost by not remembering the Workboat, Hero, unit or even Settler I ordered to be produced and then forget about because the game does not remind me?
 
And please, the person who made it so that newly produced units start sleeping in the cities? What were you thinking? Do you understand how many turns I have lost by not remembering the Workboat, Hero, unit or even Settler I ordered to be produced and then forget about because the game does not remind me?

Check your options both sets BtS and BUG. Unless this has happened in todays SVN update I have not had that happen to me.
 
I know how to queue buildings. I still have a problem. I also proposed a solution, that you did not even comment on. I play on eternity. My cities have a lot of hammers. I have many buildings left to build. I play with the multiple production option. It helps a lot. I now how to us BUG options to hide unbuildable buildings and units. It helps a lot. I use the filters. They also help a lot. I like the filters. I also like the complexity of the mod. I like the interconnectivity of the buildings, and the intricacy of the resources' dependencies. What I DON'T like is that you have no choice but to build the same 5000 buildings in every city. Something needs to be done when 90% of the game time is about updating building queues. Pretty please. A much simpler solution would be to be able to rushbuy already built buildings at a big discount, and to be able to rushbuy more than one building at a time.

Some upgrade and combine over time such as Market and Grocer Combine into Supermarket and the Bazaar and Crafts Hut combine into the Mall. Likewise the Supermaket and Mall later combine into the Hypermarket.

I have also been wanting to redo the guilds and have different guild halls build specific buildings in every city. If it works well I may do Corporate version too for modern era buildings. (Ex. Glassmith's Guild gives free Glassmith in every city). Note these would be national wonders.

See this topic for more details.
 
Oh, and the REVs option. I would love it if I played with revolutions on, but the AI did not. It is not very fun to fins all your allies (and enemies) crumble into multiple parts during the game. Makes diplomacy very messy, and not very rewarding.
All I can say is, it's better than it used to be ;-) However, you're right that the REV AI needs more work still. If you can poke around a bit in a save of a bad case please se if you can see what it is the AI is doign wrong (not building stability buildings enough, too many religions, just too large an emopier for its civics, whatever...)

Since it's not that close to the top of my work list (multimaps will continue grinding me down for a number of weeks yet, and after that great commander AI is my top priority) can I suggest a sticky-tape fix (that might have to last for some time) - how would it be if I added stability modifiers to the difficulty level and adjusted it so that noble (where the AI plays, whetever the player is on) is more foregiving than it is now? (probably would adjust to make noble half the penlities, immortal the sae, everythign else in proportion, so you'd see increased instability on diety also)

And please, the person who made it so that newly produced units start sleeping in the cities? What were you thinking? Do you understand how many turns I have lost by not remembering the Workboat, Hero, unit or even Settler I ordered to be produced and then forget about because the game does not remind me?

That's a bug, and not one I've seen before. If it's reproducible (preferably in a relatively simple game environment) please post a save with instructions on reproducing.
 
1b) "Great Commanders"
This option is OP. The AIs apparently does not use this option to the best effect, so you the player will own in every battle. The way I do battle is by a small expert task force led by one Great Commander. By now that guy has all possible promotions, making battles 100% successful. Why not enforce a level cap on the commander? The cap can be increased by techs all along the tech tree. Also, some of those promos should need to be unlocked by techs.
Top of my list to address once the multimap stuff is done, is working on the AI's GC code.
1d) "Hero Units"
Not an option, but it should be. They are ridiculously powerful. Strength 12 during Ancient Era (Theseus) is way to much. Yes, the downside is that they cannot be upgraded. Be that as it may, this one unit combined with a Great Commander and a Healer is like having a Panzertank. It destroys everything in its wake. Movement 3, can attack multiple times, 90% withdrawal chance... Nerf them please! Hero units should have no more than 1 or 2 points of strength above the best other units in its era. Theseus have 6-7 higher strength than the contemporaries. Also, enforce a level cap based on tech levels, that increases during the game. This would prevent über units. Also, the AI does not seem to build any Hero units.

The AI absolutely does build heroes (and very fast once it gets access to them). However, it uses them poorly, and as a result either loses them fast, or they never see action.

Firstly (and this is not necessarily bad, though it may be sub-optimal in some circumstances), if they can build achievements it uses them for that immediately.

More importantly, and in common with its use of great commanders, any that it doesn't use to build achievements it uses only tactically, not strategically. Thus if a hero happens to be in a battle (or a GC) then it uses them somewhat appropriately. However, it doesn't do anything to ensure that they are in the right battles. If a hero happens to get built because it was the best unit available to fill the role as one of a garrison in some minor town, nowhere near the front lines, then it'll stay in that role, entirely wasting its superior capabilities unless that minor town happens to get attacked. This stems from the fact that all city unit builds are (a) built for a role which the resulting unit then adopts; and (b) greedy, in that the highest scoring unit capable of filling the role is always chosen.

Finally, a major tactical flaw is that when it evaluates whether to make an attack with a unit (or whether it should take avoiding action because of possible enemy attacks on it), it looks for fixed odds that are 'somewhat' favorable (I think it accepts 60% currently and evaluates that on the basis of expected losses to both stack's strength totals). This means that a 50% damaged hero (effective strength 6) is as likely to be chosen to attack with odds of about 60% as a full strength axeman (subject to promotion modifiers, but the point is that it's the effective strength only that matters). What it doesn't take into account is that the cost of losing is MUCH MUCH higher in the hero case because of its potential (full) strength. The odds calculations and best attack unit choice algorithms need to be tweaked to account for the opportunity cost of losing (i.e. - take account of the full strength of a unit and act to preserve the more valuable units on that basis).

All of this will be addressed when I get back to AI work once multimaps are done with.
 
@HydromancerX
I guess I am bad at prioritizing build orders. In ordinary civ iv, I am able to (somewhat) suppress the need to build every building in every city, but not in this mod. +1 Gold is +1 Gold, as I like to say. Almost every building is useful to have in almost every city, especially those who add Hammers or Food. I guess I need to start specializing...

@Koshling
I am sorry, but it is not a bug. I found the cause: there is an option not in BUG but in the ordinary civ iv options that is called "start fortified" (thanks Dancing Hoskuld to reminding me of those options!). I guess I must have clicked it by accident.

Also about the REVs AI. I play with Advanced Civics 2.0, so it might possibly be due to that many of them increase distance instability penalties. It might also be that the AI is not building sufficient numbers of Town Watchmen. I have 5 highly promoted TWs in all my cities, to reduce crime and revolt risk.

By the way, I really appreciate the AI work you do to this mod. Thanks!
 
Also about the REVs AI. I play with Advanced Civics 2.0, so it might possibly be due to that many of them increase distance instability penalties. It might also be that the AI is not building sufficient numbers of Town Watchmen. I have 5 highly promoted TWs in all my cities, to reduce crime and revolt risk.

By the way, I really appreciate the AI work you do to this mod. Thanks!

Ah. I'm unsure how the AI copes with the advanced civics mod mod so that might be part of it. However, it shouldn't be a town watchman issue, since even if the AI is not building enough (worth checking its crime levels and watchmen population if you're able to, since it would be good to see whether it is), crime (triggered) buildings (as far as I know) don't have any instabiity penalties associated with them currently, so should have no direct effect on REV instability. Of course they do have an indirect effect, and if you find the AI's crime levels are obviously too high (and it has the ability to address that with watchmen) we may need to just increase the AIWeight on the crime property (since it judges how seriously to take a crim level only by a combination of that and how far through the 'effective range' of crime values (also defined in the crime property XML) a city is).

Another (strong) possibility is that it is not choosing sensible promotions for its town watchmen (pretty much always should be crime fighting, or maybe city defense for town watchmen IMO).
 
Well, I do not know how else to "look into" AI cities, other than by having enough espionage, so I could only study some of them. Crime varied wildly, so I don't know if the AI is bad at handling it or not.

However, some crime buildings certainly do add to instability. Crime (Mugging) (above 275) adds +20 local instability, for instance.
 
Well, I do not know how else to "look into" AI cities, other than by having enough espionage, so I could only study some of them. Crime varied wildly, so I don't know if the AI is bad at handling it or not.

There is some key combo that allows you take over an AI player if you have chipotle enabled, but I can't rememebr offhand what it is. Anyone, doing that on a 'real' game rather spoils the game by revealing too much, so don't worry. Just stick to reporting what you can see if you come across visible cases (via espionage) that look out of whack in regard to the city state for crim and/or stability.

However, some crime buildings certainly do add to instability. Crime (Mugging) (above 275) adds +20 local instability, for instance.

Ok. Well the AIs evaluation of properties (crime, flamability, pollution) is just based on its current position in that property's active range, and it's AIWeight. It cannot 'see' the downstream effects of the actual triggered buildings directly, so increasing the amplitude of the effect of the psuedo-buildings implies the need to increase the AIWeight. However, this case is an awkward one, because instability effects only occur with REV enabled, so the optimal AIWeight should really be different betwen REV enabled or not enabled, which we don't currently have the capability to do.

Also, my recollection of the REV code (not suer since I've never studied it in detail) is that where the player gets a revolution warning popup with the option of making a bribe, the AI gets no such event, and thus doesn't have recourse to bribes in its REV management. [if this recollection is correct it really needs fixing]

@AIAndy - sounds like a perfect vehicle for the expression system, apart from it being an integer value we need to vary based on a conditional expression (REV enabled). How hard do you thinmk it would be to extend the expression system to cope with integer functions of boolean conditionals?
 
@AIAndy - sounds like a perfect vehicle for the expression system, apart from it being an integer value we need to vary based on a conditional expression (REV enabled). How hard do you thinmk it would be to extend the expression system to cope with integer functions of boolean conditionals?
It is in the spec and will be part of what I add when I get around to the integer expressions (soon): If Boolean Expression then Integer Expression else Integer Expression (in an XML form similar to the boolean if that is already in there).
 
It is in the spec and will be part of what I add when I get around to the integer expressions (soon): If Boolean Expression then Integer Expression else Integer Expression (in an XML form similar to the boolean if that is already in there).

Perfect. I assume game option states are available as terms for use in the Boolean conditionals?
 
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