AI loves guns, but not butter.

Neomega

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Feb 9, 2002
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I am working on a mod, but it seems whatever I do, I cannot make the AI build any city improvements beside barracks, wonders, or buildings left over from a failed wonder..... any ideas as to why?


EDIT:
What it is not:

I have tried to play with the settings of builds often... but alas to no avail.
Somthing is wrong beyond that. It will not build 1 temple! Even when it has over 12 cities, none of them have a temple! Even if I tell them to emphasize culture, make them religious, and mark temples as religious!

Some of my hypothesis:

It is too focused on building weapons because there are more of them.

I know the AI uses a random number generator to determine what it makes next..... perhaps I have messed that number up by adding buildings....

Perhaps a flag was knocked off course by making a building that requires a resource?
 
Go to Edit Rules, Civilization, and set some "build often" stuff.
 
Yeah, and set the buildings as Commercial, etc, so they can know if they should build them.

i.e. You set nation one to build Commercial buildings often. And if there are no commercial buildings, what will it build?
 
Oh yeah, forgot to mention that part of it :)
 
Originally posted by Grey Fox
Yeah, and set the buildings as Commercial, etc, so they can know if they should build them.

i.e. You set nation one to build Commercial buildings often. And if there are no commercial buildings, what will it build?

I have played with these settings, but no luck.
Besides, even if a civ doesn't have emphasize culture marked, and is not religious, it should still build a temple or two.....
 
somewhere on a board I read up on the AI priority of things...not sure where though
 
have you tried to set them to build happiness often? (since temples are happiness buildings too)
 
I don't know how to fix it, but have you deleted any buildings? When I deleted some units to test a new one, the build memu became blank, or automaticaly switched to capital.
It meant that the A.I. never build any units!
 
Here are a few useful tidbits from Soren Johnson, Civ3 AI programmer.

From an email dated Monday, July 15, 2002:
well, it is pretty simple... for each flag ticked, the AI gives an extra
weight to those type of units/buildings. So the more flags ticked, the more units/buildings will have higher weight which makes their relative weighting less important. ...
From a series of emails dated Monday, August 19 2002:
Hmmm... I'm not sure what the answer would be off-hand. Certainly you don't mean that the AI has stopped creating buildings entirely, do you? Because the AI does construct buildings in the standard version, so unless you over powered the units, I'm not sure why the AI would stop choosing buildings.

One thing to note is that the Culture and Production flags only apply to buildings with either positive culture or a shield bonus. Other important buildings (such as a Marketplace) would be excluded. I should also add that I noticed you had the "Build Offensive Unit" flag checked for a number of civs. You might want to turn that off.

... the Ai is not building buildings because they cost too many shields... there is a heavy weight against buildings/units according to how many turns it takes to build them.

In DyP we were struggling with getting the AI to build production improvements. Since the AI wasn't building Production improvements it couldn't afford the later units and improvements and so ended up wallowing in self misery towards the end of the middle-ages. We were able to fix this buy restrictig the AI governors to only 4 "build oftens" one of which was production. We were also suffering from a severe lack of naval unit production so we assigned the second slot for naval units. The other two were assigned according to Civ Traits. Since we went to that set up we have seen an overall increase in the building of production improvements which has in turn allowed the AI to build more improvements in total along with more units and has created a much more challenging experience overall.

Hope that is of some help. I am looking forward to the release of your mod.
 
Thanks for the advice, I will be sure to put it to good use in my Civil War Scenario as well.
 
Yes thank you Kal El.... honestly I posted this hoping you would drop by... :D

I did try to make it four only each also..... I just figured it was a good number to bring a wide range of diversity.
However, of those four almost all of them have one set to naval, air offensive or defensive units.

I'll try turning all military ones off.

As far as units being "overpowered", this was one of my suspicions..... however in the first age the highest ADM is 4/4/2..... what exactly motivates aunits "power rating?"

I also had suspected perhaps the buildings were too expensive.... I'll try messing around with the stats some more.... Thanks for your help!

To Smoking Mirror, I don't believe I deleted a building.... because I already know that alot of the buildings are hard coded.
 
The higher the difficulty level, the more stuff the AI builds, I have found in my experience.
 
I was thinking that too.... that the higher the Ai... (I am debugging on Emporer), the more military is built....
 
You might want to set it back to Regent for testing of AI as that is the default.
 
Found it... apparently I was once messing with the Wealth improvement, and wanted to see if I could make it a culture generator, so I gave it 7 culture..... and made it cost it one maintenance....

Then I forgot to change it back to normal.
So telling the AI to emphasize culture meant it emphasized wealth.... since it did generate 7 culture a turn :lol:
 
Great, I'm glad you found it. Your mod is looking cool. Any idea when you'll be ready to release it.
 
Originally posted by CurtSibling
The higher the difficulty level, the more stuff the AI builds, I have found in my experience.
I think at the higher difficulties it builds more of everything, not just military. It is all a matter of costs. If the costs are well balanced the AI should build a good balance between units and improvements. Of course once it builds all available improvements it will have to focus on units. Remember too that there is a max of 256 improvments (wonders included).
 
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