C2C - Flammability

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)
These are added now.

I did not get around to the event property tags and I am on business travel until Friday evening with likely little or no internet access so they won't be implemented until early weekend.
 
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)
 
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)

i suggested something like this.make crime like in civ 3. cities with high crime lose food ,hammers,gold snd science except events
 
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...
 
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.
That would currently be those:
  • 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
Any other tags you would like?
 
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...

Indeed. We need to be creative here as we are running out of real estate on the UI screen. Perhaps a column next to the building list both colour coded for risk of fire and filled. Sort of like a GP bar in function bar with the colour code to bring your eye to it. Mind you I have no idea if that is possible.
 
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).
At least the important values should get some UI in the city screen or so in the long run and maybe some other screens.
 
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:
  • 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
Any other tags you would like?

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...
 
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.
 
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.

I'm going to deal with that today. It won't put things right for existign save games that have existing event histories(it will effectibely wipe the slate clean for the purposes of recurrance for all events), but will then tarck it correctly going forward.
 
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?
 
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?

Yeah, you will need to get Canal Systems, Sanitation and Fire Brigades techs if you want to help fend off Medieval era flammability. Note these techs are normally looked over, but now they are very important if you don't want fires.

Note that 100+ flammability should be normal and it should be much higher than that for the fire threshold since there are so many overall.
 
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.
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.

These tags are now available for event triggers (please test them, I coded them during business travel so they are not very well tested):
PrereqMinProperties - for a city event specify minimum property values below which the event cannot trigger, e.g. crime rating > 100
PrereqMaxProperties - same but specifies maximum property values, e.g. crime rating < 100 if you don't want a high crime event triggering in a low crime city
PrereqPlayerMinProperties, PrereqPlayerMaxProperties - the same but also works for non city events and the restriction applies to the accumulated property value for a player.

New tags for events (should also display in the mouseover over the event choices):
Properties - changes properties in a city for city events
PropertiesAllCities - changes properties in all cities, works for both city and non city events
 
wouldn't it be better, if instead of flammibility, just add extra :yuck: for all those flammable buildings. it makes easier for AI, and makes games bit more challenging. right now you almost never get your cities :yuck: after you get into ancestral age.
 
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