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Does the AI governor build culture wonders?

Cyrusfan

King
Joined
Jul 18, 2009
Messages
667
I'm blanking on the names, but I mean any of those that depend on resources/features surrounding a city. The wonders that let you build unique units that used to be assigned by tribe.
 
Sorry for the lack of clarity. I mean when I'm using the Use AI governor option for my own cities. Which I assume is different from the decision making an AI player uses, since what I discussion I could find about the AI city governor seemed to indicate it didn't/wasn't supposed to be building units.
 
But not when you have "Use AI governor" on.
It is mainly the AI code but obeys focus settings and does not build units.

I'm not sure off hand, but I'll check the code sometime and let you know
 
Would it be possible to get a dumber city governor? I can tell based on the choices it was making that it was looking to get plenty of happy and establish some military infrastructure, and certainly the AI needs that, but it seemed to ignore a fair number of buildings and went idle (without telling me) for I don't know how many turns. Aside from my capital, where I'm trying to load up wonders and my second city, where I'm building my military, I'd be plenty happy if every other city did the following (which one can always override by putting more stuff in the queue)
1)Build the cheapest non-Wonder building that increases proudction
2)Build a watchmen (or upgrade) if crime rate is increasing
3)Build any available culture wonder (just because it's hard to keep track of all that are technologically available and the criteria for building any of them)
4)Build the cheapest non-Wonder building available (pretty much all I'm doing for the other cities, unless I'm in some kind of a crunch, is hitting the first 10 buildings on the list)
5)Build Research (I know in some circumstances wealth is more efficient, but I prefer not to have to fiddle with the sliders any more than is necessary)
 
Would it be possible to get a dumber city governor? I can tell based on the choices it was making that it was looking to get plenty of happy and establish some military infrastructure, and certainly the AI needs that, but it seemed to ignore a fair number of buildings and went idle (without telling me) for I don't know how many turns. Aside from my capital, where I'm trying to load up wonders and my second city, where I'm building my military, I'd be plenty happy if every other city did the following (which one can always override by putting more stuff in the queue)
1)Build the cheapest non-Wonder building that increases proudction
2)Build a watchmen (or upgrade) if crime rate is increasing
3)Build any available culture wonder (just because it's hard to keep track of all that are technologically available and the criteria for building any of them)
4)Build the cheapest non-Wonder building available (pretty much all I'm doing for the other cities, unless I'm in some kind of a crunch, is hitting the first 10 buildings on the list)
5)Build Research (I know in some circumstances wealth is more efficient, but I prefer not to have to fiddle with the sliders any more than is necessary)

Turn 'use AI governor' off if you want dumber. What you are asking for is possible, but it's not going to make the list any time soon I'm afraid - far too much else to do.
 
6. play the game yourself instead of ai playing for you.. and use build queue.. so you dont have to select new building every turn or so
 
6. play the game yourself instead of ai playing for you.. and use build queue.. so you dont have to select new building every turn or so

Well, that's what I'm currently doing. Clicking on the ten things that show up first in the build list, ctrl-clicking anything that gives more production according to the tooltip at the top of the interface, and scrolling down to see if there happen to be any culture wonders available since the last time I looked. I'm just looking for a way to streamline the process.

I guess part of the issue is that different people are going to disagree on what's efficient and the way the game's set up you can basically either use the governor or not (I'll try the basic governor in a few cities and see if I'm any happier with what it does-though if it doesn't understand multiple production, it's going to be pretty limited). What I think might be more satisfactory is if there was a "governor advisor" that we could mix and match priorities with (If you've played Final Fantasy 12 or Dragon Age, you'll have a good idea what I'm thinking of).

Just tossing the idea out there. For now I'll continue building the first ten things on the list.
 
Okay the normal governor is a bust, too. It'll at least switch to research if it doesn't feel like doing anything. But it also left a lot of stuff unbuilt and I didn't see any indication that it noticed culture wonders.

While I was testing that, I'd check my city advisor every few techs for cities with crime problems and give them a watchman to build. When doing that I could also check for culture wonder availability without much hassle.

So my request for The Dumb Governor Option (should it ever eventually be considered) is just
1. Build first thing on building list (which also tends to be the cheapest in terms of hammers, and I find this gets my cities a decent variety of structures).
2. If no buildings are available, build the best Research option available. (And I guess this would have to be checked every turn)

Also, I didn't mean to step on your toes, koshling, I know you put a lot of work into this stuff. I'm just riffing off DH's comment above in the sense of the man vs. woman, right vs. left, George Carlin-esque "Anyone who makes different decisions from me is dumb", just as applied to the governor.
 
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