AI promotions v139.2

Playing this version, the AI promotion issue seems to have disappeared. Note that it's one version before Thal tried to overtly address the issue (v146.4).

When I'm fiddling around with behind-the-scenes AI code, and I'm uncertain if it will do anything, I sometimes leave it out of the patch notes. :)

I noticed the part giving AIs experience relied on the vanilla SerialEventUnitCreated event, instead of the UnitSpawned event I later created to replace it. The vanilla event runs every time we load a savegame or units embark/disembark. That was probably the source of the bug, since my version runs only once, when a unit is created. However, the bug might have been elsewhere if I'd already created a check to prevent that erroneous behavior when I designed the experience-giving function.
 
I sometimes fiddle around with code without putting a line in patch notes, when it's a behind-the-scenes AI change and I'm uncertain if it will even do anything. :)

I noticed the part giving AIs experience relied on the vanilla SerialEventUnitCreated event, instead of the UnitSpawned event I created to replace it. The vanilla version runs every time a save is loaded or units embark/disembark, instead of just when the unit is created.

That's what I figured. This version feels very different - more competitive, but not outrageously so in any single area. I have no idea how much fine-tuning you can do, but the AI's promotions seemed subpar, if anything. And I was surprised that Arabia did not make any sort of play for CS. The CS influence system could also be tweaked - assuming you have that much control!
 
Arabia has an expansionist personality, the personality type that focuses on peacefully founding new cities instead of forming citystate allies.

I recall Arabia being competitive prior to the CS "bug." Regardless, what should we expect now? Certain civs to go for CS fairly aggressively, and the rest to ignore them outright? If so, which are the CS civs: Aztecs, Greece, Siam, Korea, Iroquois...?

EDIT: Never mind, I saw the answers on the other thread. It's half of them. In that case, there should ideally be more competition than there is now.
 
So in other words, keep the same number going for citystates, but raise the amount of influence they're willing to pay for? How much should I raise it by... 25%... 50%...
 
So in other words, keep the same number going for citystates, but raise the amount of influence they're willing to pay for? How much should I raise it by... 25%... 50%...

Yes, I like that not all of them go for it, because it differentiates them. At the same time, half is enough that there should be competition in a regular game (3 or 4 vs the human). Given the recent problems we just had, I'd ease into it by 25%, see what happens, and take it from there. I did have mild competition later in the game, so a little more might be enough to pressure me into difficult decisions - which is probably the ideal.
 
Is there a way to make them spend more frequently on CS's that are close or share a border?

Generally I try to go after the closest CS's first in my games.

Or do they all ready do that...
 
The system prioritizes that as 1/(distance between capitals). A citystate 10 tiles from their capital is considered twice as important as one 20 tiles away.
 
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