SevenSpirits
Immortal?
- Joined
- Jul 7, 2007
- Messages
- 512
In my games with BTS, I've been pretty disappointed by how bad the AI is at teching. It's so bad that even at Immortal, I beat the AI to Lib, and had a big tech lead. This should not happen, because I'm not that good. I want to be able to trade for good, new techs from the AI without having to play on freaking Deity.
This has already been hashed over in other threads, but it seems the AI's low tech rate is because of:
-Too much espionage spending.
-Expanding too quickly and underestimating maintainance costs.
-Underestimating unit upkeep costs.
So, I tried to tweak some AI parameters to fix this. I think the AI itself is pretty good, but the parameters are off, at least for the BTS level of handicaps.
Interestingly, with only a couple changes I've now found a version that actually seems harder for me. This is the first time I've ever not gotten Alphabet first, and the AI who got it (er, one of the two) had about 6 techs on me that I could see! I had none on him. This was an emperor game and I felt pretty challenged. In previous emperor games with BTS, I thought it was very easy. This time I was in last place scorewise when I stopped.
I actually haven't played much civ so I could just be making it harder for myself and not better in general - I don't know. But it sure seems better, especially for someone who doesn't war that much.
I've included a link to the dll (zipped up) for people who want to give it a try. Just put it in your Custom Assets folder. By the way, it's based off of solver's patch, so you won't lose those changes when you try this out.
Here are the changes (all just changes to how the AI values things):
-Reduced espionage importance to 2/3 of previous value, and then by one notch of the slider. Most of the time, this puts their slider at 0 or 10 depending on the personality. (I had noticed a huge correlation between the AIs espionage spending and how screwed they were in-game. The 20% guys fall way behind and get vassalized, and Zara Yaqob who is awesome spent nothing on me for ages.)
-Increased value of "research" commerce by 4/3. Might be too much? Note that this won't bankrupt it, the logic for how much to value gold is largely based on whether it has enough.
-Decreased value of expanding (i.e. building a settler) to 5/6 of current value. Note that since this value is then postively affected by a good economy, the result may not be fewer cities when combined with the above changes. It will definitely mean a slightly lower tolerance for a poor economy.
-Removed value increase for a tech being map-centering. This might throw off balance of Calendar, but come on... centering the map does nothing. Calendar is good because it gives you other things. This just annoyed me when I saw it, and I had to change it.
-Doubled the tradability/monopoly factor when choosing which techs to research. This means that the fewer fraction of civs have a tech, the more it values it. (It did this before, but now it counts twice as much.)
-AIs on friendly now almost never deny techs, and pleased AIs are less likely to do so. Instead, in those cases (mostly access to a wonder) they will value the tech much higher.
-Increased value of removing features (i.e. chopping forest and jungle)
http://students.washington.edu/scmm/CvGameCoreDLL.zip
I encourage you to try it out and let me know if you think it's an improvement and/or in what ways it weakened the AI. I'm also curious how it will combine with Agg AI.
Note: I thought about posting this in the Mod forum, but it's not a mod. It's intent is to much more like a patch, and the point of this thread is to discuss whether the changes it makes improve BTS gameplay, or which other changes should be made instead.
This has already been hashed over in other threads, but it seems the AI's low tech rate is because of:
-Too much espionage spending.
-Expanding too quickly and underestimating maintainance costs.
-Underestimating unit upkeep costs.
So, I tried to tweak some AI parameters to fix this. I think the AI itself is pretty good, but the parameters are off, at least for the BTS level of handicaps.
Interestingly, with only a couple changes I've now found a version that actually seems harder for me. This is the first time I've ever not gotten Alphabet first, and the AI who got it (er, one of the two) had about 6 techs on me that I could see! I had none on him. This was an emperor game and I felt pretty challenged. In previous emperor games with BTS, I thought it was very easy. This time I was in last place scorewise when I stopped.
I actually haven't played much civ so I could just be making it harder for myself and not better in general - I don't know. But it sure seems better, especially for someone who doesn't war that much.
I've included a link to the dll (zipped up) for people who want to give it a try. Just put it in your Custom Assets folder. By the way, it's based off of solver's patch, so you won't lose those changes when you try this out.
Here are the changes (all just changes to how the AI values things):
-Reduced espionage importance to 2/3 of previous value, and then by one notch of the slider. Most of the time, this puts their slider at 0 or 10 depending on the personality. (I had noticed a huge correlation between the AIs espionage spending and how screwed they were in-game. The 20% guys fall way behind and get vassalized, and Zara Yaqob who is awesome spent nothing on me for ages.)
-Increased value of "research" commerce by 4/3. Might be too much? Note that this won't bankrupt it, the logic for how much to value gold is largely based on whether it has enough.
-Decreased value of expanding (i.e. building a settler) to 5/6 of current value. Note that since this value is then postively affected by a good economy, the result may not be fewer cities when combined with the above changes. It will definitely mean a slightly lower tolerance for a poor economy.
-Removed value increase for a tech being map-centering. This might throw off balance of Calendar, but come on... centering the map does nothing. Calendar is good because it gives you other things. This just annoyed me when I saw it, and I had to change it.
-Doubled the tradability/monopoly factor when choosing which techs to research. This means that the fewer fraction of civs have a tech, the more it values it. (It did this before, but now it counts twice as much.)
-AIs on friendly now almost never deny techs, and pleased AIs are less likely to do so. Instead, in those cases (mostly access to a wonder) they will value the tech much higher.
-Increased value of removing features (i.e. chopping forest and jungle)
http://students.washington.edu/scmm/CvGameCoreDLL.zip
I encourage you to try it out and let me know if you think it's an improvement and/or in what ways it weakened the AI. I'm also curious how it will combine with Agg AI.
Note: I thought about posting this in the Mod forum, but it's not a mod. It's intent is to much more like a patch, and the point of this thread is to discuss whether the changes it makes improve BTS gameplay, or which other changes should be made instead.