[GEM1.6.1.1/CivUP41] AI Science Really high

skodkim

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Hi

~150 turns into a game I started on Immortal diff. using GEM 1.6.1.1/CivUP41 I noticed that the AIs were getting rather far in front on techs. A quick look at InfoAddict confirmed that they were producing something like 35 science a turn while I was producing 13 with roughly the same number of cities. Of course I don't know in detail what buildings they had created but...

I used the Fire Tuner to switch to one of the AI players and it turned out that their capitals were producing a lot of science. I have some difficulties seeing where all this science comes from especially the large sum from buildings.

Is this intended?

\Skodkim
 
Could this be from one of the Opportunities that gives a big +science bonus to working a tile?
 
Neither of those were science buildings so it must be on the palace. Did we forget to strip AI palaces of production and science? (Production looks to be 4-5 higher than expected too, accounting for golden age).
 
It wasn't on the hover info on the palace. Just about to start a new game and will see if I can find out more.

\Skodkim
 
Just loaded my old game and apparently all the AI civs took a majoe science jump in the beginning of the game. Looks more or less as turn two.

\Skodkim
 
Heres a screen dump of Isabelleas Capital. As you can see nothing is assigned to her capital and she hasn't got any science on terrain either.

Tooltip on the Science field in the left side of the city screen shows
  • 6 from population (should be correct with 4 pop and a Mentors Hall)
  • 19 From Buildings

Its the latter large one I don't understand.

Btw where does she get the 2 Gold/turn from? Palace gives only 12. Tooltip on Gold says 5 from terrain, 18 from buildings????

\Skodkim
 
Assuming it's not a golden age, food looks off one? Production should be 5... so most of them are off somewhere. Faith looks right. I assume it's not just a tooltip error.
 
I'm confident it's not a tooltip error:
  1. AIs very quickly outpaced me in techs and made it to the Classical Age
  2. Infoaddict shows otherwise
  3. When changing to one of the AI players using Fire Tuner I can see the large sum of acummulated science points on the hover info in the top left corner of the window - where you can see what you're currently researching

I'm a bit hung up right now but maybe I can try loading a game at turn 1 (if I have one) and see if it happens again. Then have a look at logs etc.

\Skodkim
 
I will poke round and see if the ai gets any bonuses that explain these. If so, they may need to be tempered.
 
One thing I was thinking about is if the AIs get some kind of compensation of you're too far ahead in techs? My game was a scenario where I started with Mining and Pottery (call it cheating if you will) and as such I was ahead at start.

If so the mechanism should definately be tweaked since this grants them a big science bonus that seem to last even when they are in front.

\Skodkim
 
AI bonuses and AI per-player yields are placed in the capital using dummy buildings. It lets the AI plan ahead better than if I gave yields through code, since yield changes in mods take effect after AI routines run.

InfoAddict shows incorrect numbers for humans because it uses vanilla functions instead of civup functions. If it showed 13 science for you, I believe you were producing 30 science, which you could check by hovering over the left side of the top bar. InfoAddict shows the correct value for AIs because of the AI's dummy buildings.

It's basically complicated workarounds to get stuff done without direct access to the game core yield functions. :)
 
Thanks.

Just had a quick look and it turns out I was producing 25/turn in total ("+12 for free"?).

However it still seems to me the Ais are getting a rather high bonus compared to human players - haven't had much experience with long games recently though.

If you release 1.6.1.2 remember to update the palace name - you forgot with 1.6.1.1.

\Skodkim
 
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