For the AI stuff? No, the buildings only get the property and PropertyInfo will get the info for the AI.@Koshling & AIAndy
Do I need to anything to to the buildings with flammability or crime values?
For the AI stuff? No, the buildings only get the property and PropertyInfo will get the info for the AI.@Koshling & AIAndy
Do I need to anything to to the buildings with flammability or crime values?
For the AI stuff? No, the buildings only get the property and PropertyInfo will get the info for the AI.
These are added now.Yeh, I've been thinking about how I'd use them in the AI, and my conclusion was the three things I posted above would probably be the best way (and easy to incorporate into the AI) :
operationalRange Effective min value expected->effective max value expected (values below min or above max are fine but the idea is to provide the AI with an expectation of the raneg it will typically move between)
AIWeight Fine as it is. For now setting it to 1 or -1 (if the property getting higher is bad) is fine, and we can tune later
ScaleType One of 'Unitary', 'City', 'Area', 'Player', 'Team'. Basically the amount the AI will scale up the goodness/badness by. Respectively (1, city pop, area pop, civ pop, team pop). For flammability for example I think it would be 'City' most likely (so having a highly flammable capital with lots of valuable buildings is worse than a highly flammable village)
its not much of a problem right now - I did not have time to add the fire events but will likely get around to it today - I'll just use python calls for the triggers for now.
I'll add a few more events sometime next week when we can change properties through events
As for crime: I would see that as a bit more involved than flammability and it would probably be better in its own thread. Anyhow:
I would certainly like it tied into the game mechanic more than just through random events - and would still think we should change how we look at espionage and redefine it as internal and external security - with low security having detrimental effects on various yield and commerce types in cities and high security adding some happy and/or giving a bit more extra commerce.
Anyhow: for events I'd probably do this:
crime rate = crime score + pop*pop - espionage commerce rate (maybe also squared - will need to look at values)
As for crime: I would see that as a bit more involved than flammability and it would probably be better in its own thread.
bah, RL has a habit of intervening - will be the weekend till fires break out in C2C...
I happen to have time for some coding on this business travel (and internet access most of the time even) so I am currently putting in some of the property tags for events.bah, RL has a habit of intervening - will be the weekend till fires break out in C2C...
In regard to added properties in general (and flamability specifically) how are they going to surface in the UI? It's very hard to manage the aggregate value of a property on a city without seeing that aggregate value somewhere...
Currently you see the accumulated value for a city in the mouseover of the city (when you mouse over the city name from the map) and the accumulated value for the player in the mouseover of the flag (next to the minimap).In regard to added properties in general (and flamability specifically) how are they going to surface in the UI? It's very hard to manage the aggregate value of a property on a city without seeing that aggregate value somewhere...
I happen to have time for some coding on this business travel (and internet access most of the time even) so I am currently putting in some of the property tags for events.
That would currently be those:
Any other tags you would like?
- Player accumulated property min/max prereq for the event trigger
- City property min/max prereq on the event trigger for city events
- Change to property in all cities as event result
- Change to property in a city as result of a city event
Removing tags should not break anything unless they are considered mandatory in the scheme or have bad default values.change to property by building class (see the event ideas thread for my discussion with Koshling) - the idea is to e.g. change the flammability for a specific building in a specific city or in all cities that have the building.
Apart from that those should be fine - with regards to event triggers I have the problem that right now they stop working if I remove an unused tag in the current setup, while the eventinfos work just fine with only the actually informative tags, I just hope that adding tags to the triggers doesn't break all existing triggers...
Removing tags should not break anything unless they are considered mandatory in the scheme or have bad default values.
Adding tags does not break anything as I do not make them required and the default values are fine.
More important is the behavior about removing an entire trigger or adding one in the mid as as Koshling wrote they are not yet remapped which causes old savegames to remember incorrectly what events have already been triggered.
Just updated my current game (mid-medieval) to latest assets and nearly all my cities are 100+ flammability. It seems like there are a TON of flammable early buildings but almost nothing that can counter it until later. Is that correct?
Currently changes to specific building types are quite ugly to code so I would prefer if you would model that as city property changes instead.change to property by building class (see the event ideas thread for my discussion with Koshling) - the idea is to e.g. change the flammability for a specific building in a specific city or in all cities that have the building.
wouldn't it be better, if instead of flammibility, just add extrafor all those flammable buildings. it makes easier for AI, and makes games bit more challenging. right now you almost never get your cities
after you get into ancestral age.