Maybe it's not too interesting, but I want to share it anyway, so new thread here. M.b. it's better to create sort of common thread for any previously unknown game rules of civ 1 extracted by decompilation/disassemby?
For clarification: 1 point of taxes is 10% in menu. So, tax rate + luxuries rate + science rate = 10 (100%)
AI civilization performs the following steps every turn (in city loop function, when city number is 128):
These steps are executed only if civilization is not human player's civilzation and 3rd debug flag is set to 1.
(you can learn about debug flags in darkpanda's thread about SVE file format here: https://forums.civfanatics.com/threads/sve-file-format.493581/page-3)
1) set LUXURIES to 10-(SCIENCE+TAX)
2) if at least 1 city of civilization in disorder and SCIENCE+TAX > 6 then increase LUXURIES by 1
3) every 4th turn, if SCIENCE+TAX < 8 and no cities are in disorder and civilization has no cities of cize 6 or more
then reduce LUXURIES by 1
4) if LUXURIES is less than 0 set it to 0
if LUXURIES is more than 4 set it to 4
5) set SCIENCE to (10-LUXURIES)/2
if leader is civilized, then incease SCIENCE by 1
if leader is militaristic, then decrease SCIENCE by1
6) if gold treasury > game_turn+100 then increase SCIENCE by 1
7) if civilization knows ROBOTICS then set SCIENCE to 0
8) set TAX to 10-(SCIENCE+LUXURIES)
also AI sets new TAX rate when it chooses new government (which usually happens every 8th turn, even if 'new' and 'old' govt are the same and no revolution happens. Also it happens next turn after revolution, when AI sets anarchy flag back to 0):
TAX = 4-government/2;
where despotism is 1, monarcy is 2, communism is 3 and republic is 4
but AI doesn't change science rate here (I guess AI don't use tax/science rate anywhere anyway until the next turn, so it's ok that tax+sci can be > 10 here for some time...)
For clarification: 1 point of taxes is 10% in menu. So, tax rate + luxuries rate + science rate = 10 (100%)
AI civilization performs the following steps every turn (in city loop function, when city number is 128):
These steps are executed only if civilization is not human player's civilzation and 3rd debug flag is set to 1.
(you can learn about debug flags in darkpanda's thread about SVE file format here: https://forums.civfanatics.com/threads/sve-file-format.493581/page-3)
1) set LUXURIES to 10-(SCIENCE+TAX)
2) if at least 1 city of civilization in disorder and SCIENCE+TAX > 6 then increase LUXURIES by 1
3) every 4th turn, if SCIENCE+TAX < 8 and no cities are in disorder and civilization has no cities of cize 6 or more
then reduce LUXURIES by 1
4) if LUXURIES is less than 0 set it to 0
if LUXURIES is more than 4 set it to 4
5) set SCIENCE to (10-LUXURIES)/2
if leader is civilized, then incease SCIENCE by 1
if leader is militaristic, then decrease SCIENCE by1
6) if gold treasury > game_turn+100 then increase SCIENCE by 1
7) if civilization knows ROBOTICS then set SCIENCE to 0
8) set TAX to 10-(SCIENCE+LUXURIES)
also AI sets new TAX rate when it chooses new government (which usually happens every 8th turn, even if 'new' and 'old' govt are the same and no revolution happens. Also it happens next turn after revolution, when AI sets anarchy flag back to 0):
TAX = 4-government/2;
where despotism is 1, monarcy is 2, communism is 3 and republic is 4
but AI doesn't change science rate here (I guess AI don't use tax/science rate anywhere anyway until the next turn, so it's ok that tax+sci can be > 10 here for some time...)
Last edited: