AI not expanding

How much does the slider really mean? Ever since the :commerce: => :gold: change the sliders haven't been the same. :(
Doesnt mean as much but does still mean everything plot derived and the lawyer and statesmen specialists and trade yields come in commerce mostly.
 
I am saying last I knew he was including files for use with it. Its Pit's massive GEM scenario. One of the most active threads in the maps subforum here.
Hopefully @Pit2015 updates those files every time changes happen to them.
Otherwise something weird may be going on.

Apparently he doesn't provide any files except his map in first post.
I guess he stopped providing it at some point.
 
I keep my map/scenario file mod based now, no other files and changes included or encouraged to use with latest version, only providing the map/sceanrio with UEM 3.8, reconmended to use with latested SVN. Rest is up to you. If you played arround with AI and changed that AI building priority then that may cause some problems, before the AI was building alot of citys as i told you some weeks ago AI was not building citys anymore so fast as before...

Should be because AI is not building enouth units first now to guard its settlers... maybe. AI is building buildings primary now... but i was not in game for 4 weeks now.
 
I keep my map/scenario file mod based now, no other files and changes included or encouraged to use with latest version, only providing the map/sceanrio with UEM 3.8, reconmended to use with latested SVN. Rest is up to you. If you played arround with AI and changed that AI building priority then that may cause some problems, before the AI was building alot of citys as i told you some weeks ago AI was not building citys anymore so fast as before...

Should be because AI is not building enouth units first now to guard its settlers... maybe. AI is building buildings primary now... but i was not in game for 4 weeks now.
Building requirements, smelters, industrial+ resource producers, replacement buildings, and National Wonders that give bonus or free building or are requirements for other stuff got AI weight of 1 (Emancipation Proclamation has AI weight of 1000 as slavery in Industrial era is absolutely devastating - can't build Factory needed for majority of stuff in Industrial and later eras).
This means AI got small incentive to build vertically.
If AI was like Africa in Information era, then it should be more like Asia now.
In some cases AI went out of control (Atomic era AI and Medieval era player :p) so I had to flatten tech cost decrements for AI in handicaps.

I stepped down tech ladder discount for AI from 5 to 3 per handicap some time ago, but raised it back to 4 recently as I made most of mapscripts generate smaller maps and Thunderbrd fixed some slowdown sources.
 
I keep my map/scenario file mod based now, no other files and changes included or encouraged to use with latest version, only providing the map/sceanrio with UEM 3.8, reconmended to use with latested SVN. Rest is up to you. If you played arround with AI and changed that AI building priority then that may cause some problems, before the AI was building alot of citys as i told you some weeks ago AI was not building citys anymore so fast as before...

Should be because AI is not building enouth units first now to guard its settlers... maybe. AI is building buildings primary now... but i was not in game for 4 weeks now.
OK, cool, good to know I'm not crazy and you WERE at one time including other file changes.

Getting the AI to train enough guards for its settlers without also impeding its progress has been... tricky. It's still something to further work on but the last effort to use an escort AI type to add to the process was screwing up their growth entirely. It's on the long list of things to improve for the AI.

I've been noticing that the AI IS a little slow to grow but it seems like that might be due to having opened them up to wanting to wage war against barb cities - the barb cities now prompt them to train attack forces, which is good, but it queues them up and that interrupts some growth efforts. Pull one string and you cause a knot somewhere else in the web it seems. I'm not yet in possession of a theory on how to solve that one since the brokerage system still has a lot of mysteries to it. I'll fully wrap my head around it some day and add some more controls and considerations into it somehow.

Improving their tech rate as we have could be an appropriate assistance to that cause, which would buy them time to be a little sloppier about what gets built and when in regards to expansion efforts.
 
Well, I don't know what we did to bork the AI but maybe we're just asking them to try too hard to accomplish every goal at once because the AI ARE very slow to grow in this game I'm in, by a lot. They train their settlers and they send them out, but they seem to be more worried about putting attack forces together than they were. I'm really not sure what's holding them back.

It can't be gold - there is literally no challenge at all in the gold side of the game right now and I'm playing at a far harder level than them. They aren't TOO far behind in tech but whether they are or not isn't really the problem.

It's not like they are trying to play to be smaller to take advantage of WFL, since they don't really have any consideration awareness of that effect - they just benefit from it. But certainly not enough to make them really recover any competitiveness. I really don't know what is causing the problem and tbh, I'm at a loss for a good theory since we've ruled out the majority of reasons.

I'll have to at some point watch the AI play to see what they might be doing so wrong. But yeah, something happened in the last few months that caused them to lose all competitive edge at all. After the worker issue had been solved they were seriously kicking ass so it's been since then. The traits aren't the issue either because it's impacting them all.

One thing that might be causing problems is that somehow I'm finding city growth is going about 4 times the speed it used to. Ugh... not only am I at over pop 25 in my capital and I'm still in the mid-ancient era, this kind of growth would possibly be ruining the ability for the AI to spread since it brings more property management issues to address as a constant ongoing crisis to resolve. It's a breakneck growth rate and I don't recall when or how this was changed - maybe in the civics? I don't know but it's way too fast.

Other than those frustrations, it's been a good game. But at this rate we're going to have to play Deity level to get any challenge at all here.
 
Maybe civics change can affect? I noticed gold is even more easy after last months civic changes
 
Other than those frustrations, it's been a good game. But at this rate we're going to have to play Deity level to get any challenge at all here.
Are the AIs in two-player teams, or just you?
 
Are the AIs in two-player teams, or just you?
Some are, about half of them. I do that to observe how they go in comparison. Usually the single player teams do a bit better actually. Team vs single is actually rather balanced at this point thanks to some adjustments to kill the research advantage teams used to get in vanilla. AI teams are usually held back by one of the team members being a little backwards.
 
That's it. So it's been set back down. You don't want them to be overly reckless in either direction. They can choke off their research entirely by overgrowing and they can fail to invest enough into future research by underexpanding. I think the 90 I remember being set there was in the GEM scenario, not core.
You set it down after talking with Pit.
 
You set it down after talking with Pit.
Code:
    <!-- It noteworthily affects how much tolerance the AI has where it feels ready to grow -->
    <!-- Reduce to make the AI more sensitive to gold concerns and increase for more reckless behavior -->
    <!-- This may be rather interesting to convert to an AI personality matter or at least give a personality based modifier eventually -->
    <!-- Original Value was set to 50 - I've adjusted to 40.-->
    <Define>
        <DefineName>SAFE_GOLD_PERCENT</DefineName>
        <iDefineIntVal>40</iDefineIntVal>
    </Define>
Maybe it could be increased to 60 to even 70, as AI builds more buildings - upgrades and chain requirements now.

As experimental game you could set it to 100, but optimal value is above 40 and below 100 most likely.
I'm watching my civ on autorun and it doesn't use processes.
This is Blitz/Small/Noble AI autoplay.

One of AIs got to Tribalism at 100th turn.
It seems like all of them reached it around that time.
I test it with all combat mods, complex/developing/negative traits and with out pure traits.
I have tech trading/brokering/TD/WFL on too.

They should be right on beginning of Ancient era.
By the way map generator was bit weird as it placed two AIs right at each other.

After 200th turn AI started using research process, but I looked into their cities, and they had only several unbuilt buildings, they weren't even that necessary.
You need chipotle cheat in civ4 ini, and then press ctrl+z.

There is something called like "leader personality", it isn't tied to any traits.
That is even if I disable all traits some AIs will expand slower and others will expand faster.

It seems like it slowed down game - in Classical era near 300th turn (should be Medieval era for tech leader by now) average turn time is around 2 minutes (Small Pangea, 6 Noble AIs, Blitz speed).
 
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You set it down after talking with Pit.
OK, yes. That was quite a while ago and since then the AI has done some superstar expansion. I don't think that gold is what is holding them back right now. Gold is super easy to maintain in the positive and at a harder level than them is not holding me up for anything at all, upgrades, more cities, I've never been in the negative at 100% and I can upgrade every unit soon as it becomes available to. I ALSO make building gold producing buildings the last thing on the list of priorities since it is so built up. I'm rotting in crime and education in most cities so that's also not holding back gold production (though perhaps I've not been training enough property control units to cost the difference in extra unit upkeep?)

Anyhow, my point is, we can mess with that number but I don't think it's going to make any marked difference in how fast the AI are growing or not right now. I'm open to hearing about some test result differences if folks have time to run some comparisons.

What this 40% means on that value is that to stay in the black and not be losing any gold, the AI can require up to 40% of the slider to have to be set to gold (such as be able to be on say, 55% research and 5% espionage and still not be losing gold every round) but if it goes to the point where to stay in the positive, round by round, then it has to be at less than a total of 60% into anything else (higher than 40% towards gold) then it begins to consider itself in 'danger' regarding gold income. THAT is the point at which the filter kicks in that says stop training more units, stop spreading cities (and tells any settlers to stay put if there are any and stops the production of more until the gold situation improves), and start trying to react with emergency measures to build buildings that produce more gold.

That's what this number means and how it functions in the code - if and when the code is running as it should function. So when you never have to go beneath 100% to stay in the positive budget-wise, it's not gold holding up your city expanding efforts. I've not watched the AI from within its play on a round by round basis for a while but it's hard to imagine that since they are playing on Noble setting, they are hitting gold stress right now, ever.
 
OK, yes. That was quite a while ago and since then the AI has done some superstar expansion. I don't think that gold is what is holding them back right now. Gold is super easy to maintain in the positive and at a harder level than them is not holding me up for anything at all, upgrades, more cities, I've never been in the negative at 100% and I can upgrade every unit soon as it becomes available to. I ALSO make building gold producing buildings the last thing on the list of priorities since it is so built up. I'm rotting in crime and education in most cities so that's also not holding back gold production (though perhaps I've not been training enough property control units to cost the difference in extra unit upkeep?)

Anyhow, my point is, we can mess with that number but I don't think it's going to make any marked difference in how fast the AI are growing or not right now. I'm open to hearing about some test result differences if folks have time to run some comparisons.

What this 40% means on that value is that to stay in the black and not be losing any gold, the AI can require up to 40% of the slider to have to be set to gold (such as be able to be on say, 55% research and 5% espionage and still not be losing gold every round) but if it goes to the point where to stay in the positive, round by round, then it has to be at less than a total of 60% into anything else (higher than 40% towards gold) then it begins to consider itself in 'danger' regarding gold income. THAT is the point at which the filter kicks in that says stop training more units, stop spreading cities (and tells any settlers to stay put if there are any and stops the production of more until the gold situation improves), and start trying to react with emergency measures to build buildings that produce more gold.

That's what this number means and how it functions in the code - if and when the code is running as it should function. So when you never have to go beneath 100% to stay in the positive budget-wise, it's not gold holding up your city expanding efforts. I've not watched the AI from within its play on a round by round basis for a while but it's hard to imagine that since they are playing on Noble setting, they are hitting gold stress right now, ever.
Just goes to show for the Mod," Today's change is.....!". :lol:
 
Maybe civics change can affect? I noticed gold is even more easy after last months civic changes
The Civics are Not finished by any means. And with every change in coding come more changes. Nature of the Beast. :p lol

It's actually a good thing that T-brd and Mrs.are playing the Mod right now. Although I think he should also play some SP as well as MP. But Hey they Are Playing. :cool:
 
I started Pits scenario one month ago with last SVN version and there are no problems with expanding AI. In fact AI expand super fast and i like it. Biggest civ has 17 cities and i have 10. I think no barbarians options helped it a lot. Difficulty is ofcourse diety.
 

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Im my games they seemed to have one city per nation for very long times. After a while they started to expand, in late game they could use all available terrain and they had (all together) hundreds of cities of size like 30-40, even making game run much slower. So it is becoming better after a while in game:)
Just fixed another problem that was holding up their early expansion as well. They might be truly terrible to try to keep up with now.
 
A small segment of time in the current Emperor game in conjunction with Barb World cities thru screen shots. Been a good campaign to get 5 Cities into this barb infested area. Although 2 of the Cities are on an island that just happened to have Elephant! Of course I settled it! :lol::D

Northern most city is fighting swarms of chariots, wolves and camel riders with a smattering of arsonists, Stone mace, axe, and composite bow. There is some Metal spear running around but they seem to be used more for city defense.

My 1st wave of elephant riders are making their way to that city. And I've just researched iron working. I got the only copper I've seen so far just before the Babylonians could get to it. They've been squeezed between the barbs and my expansion. Snicker!:mischief:

This is the game were the Capital shrank from 20 to 16 pop after the food changes. And I'm using the New traits but with out developing leaders. So each leader has the new traits but only their set 3. They do make a change in the game play.

tmv was worried about the AI not having enough :gold:. All I can say is that once I got past writing :gold: was no longer a problem for me. More tightening of the belt will most likely be seriously needed. If the AI is not struggling with it that is.

I am enjoying the barbs new found abilities to mange and grow their cities and it's resources. Most of their cities have been in the 6-9 pop range for the last 50 turns. I did just find a 2 pop Barb city. Can the Barbs build settlers or something similar to build new cities? I'm not sure about this anymore.
 

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@Thunderbrd ,
While this pitched battle against the barbs has been reaally fun I do see your point about the barbs being Too prolific in unit production. I met the challenge of the barbs having stacks with 40 + single type of unit with a mix of the remaining types. But I'll let the next screenshot kind of speak for itself to the point on the barbs getting out of control on sheer Number of Units they are allowed to build.

This city has just compiled a set of Stone mace that is Truly amazing in sheer numbers, 309!

With all my empire set to build mil units till I run out of gold I don't think I can compete with this proliferation.

Perhaps the Barbs need some kind of constraint on how Fast they can build units. Or a Cap on each category of unit they can build per city. Is there any kind of Global setting that would slow down barb unit construction? Or is this part of the Barb coding?


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