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How important are Building Flavors?

Deadstarre

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Looking around, I noticed a bunch of flavors are still unchanged from the vanilla values, Arenas in particular surprised me as they are still set to growth and happiness. Clearly the AI is managing cities just fine though so it got me wondering; just how relevant or important are these flavors anymore under the current VP AI model? Does it really matter specifically what the flavor is set to (culture, production, etc) or just that some appropriate value of a flavor is set?
 
so long story short, just ignore them? for instance when modifying something that was a gold building into a culture building, thered be no need to do anything because VP AI will be able to see the new yields and act accordingly?

does the same go for policies and tech flavors as well? (for instance putting a gold building onto a tech that previously had only military)
 
simply don’t think much about it
Even more obscure !

I'm training on modding (VP) with a new bunch of new Elite Units only available on specific Era. I want to make sure AIs will tend to build them if they are war oriented.
- Does <FlavorType>FLAVOR_OFFENSE</FlavorType> and <FlavorType>FLAVOR_DEFENSE</FlavorType> affect their decisions ?
- 10, 25, or 40 ?
- If not, What else ?
- Does <UnitAIType>UNITAI_ATTACK</UnitAIType> or <UnitAIType>UNITAI_EXPLORE</UnitAIType> or <DefaultUnitAI>UNITAI_OFFENSE</DefaultUnitAI> make the job ?
 
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so long story short, just ignore them? for instance when modifying something that was a gold building into a culture building, thered be no need to do anything because VP AI will be able to see the new yields and act accordingly?

does the same go for policies and tech flavors as well? (for instance putting a gold building onto a tech that previously had only military)

Flavors still exist and are used, but they are a much much smaller part. For buildings flavor values are used as the base for my sanity function. Ultimately though all that matters is that the object has flavor values similar in value to others in the same tech of policy range.

G
 
another Flavor question sorta, just gonna keep using this thread for AI logic questions. I know G is on vacation right now so maybe somebody else might know?

where is the logic controlling AI Belief selection? I see beliefs don't have flavors, and i'm getting rather curious about how they decide to pick any particular belief, pantheons especially
 
However, future modders should not confuse building flavors to event flavors. Event Flavors magnify stronger decision-making to their respective event choices than buildings.

Even in vanilla version of the game, building flavors did not actually stop the AI from building something. You can easily test this by saying settlers are a -9999999999999999 to your heart's desire to every flavor and the AI will still build settlers if it NEEDS to expand.

Flavors only act as encouragement and discouragement. If you want to add flavor to how the AI want to train. Take a look at what they already train. If an Archer has a flavor of defense and the AI actually wants to go on a grand defensive strategy, it will spam archers. If you want to add an "elite" unit with a much higher flavor at the same time that Archer is unlocked, it will also spam this elite unit. However, it also takes into consideration of the production cost as well. If this elite unit cost 300 hammers, but the archer cost 50 hammer despite the elite's defense flavor is 1000 compared to an archer's defense flavor of 5. It will nevertheless build the archer if it needs defense asap. However when variables like hammer cost are of little concern to an AI's city such as that it can train elite and archer in 1 turn or it does not need to build a defense now, but can build it later. It will train the elite unit. (It also does advanced calculations to decide when to train this elite unit or archer, but this example is a simplification)

Basically, flavors to AI are what suggestions are to humans. Let's say you're a dude that loves your Mongolian horde. You would spam cavalry no matter what. The game even suggests hey you are lacking in ranged units why don't you build some? Even against a horde of spearmen, you decide you would rather overflank them and overwhelm them with your superior tactics. This is what your "grand strategy" is to the AI grand strategy.
 
Basically, flavors to AI are what suggestions are to humans. Let's say you're a dude that loves your Mongolian horde. You would spam cavalry no matter what. The game even suggests hey you are lacking in ranged units why don't you build some? Even against a horde of spearmen, you decide you would rather overflank them and overwhelm them with your superior tactics. This is what your "grand strategy" is to the AI grand strategy.

Technically grand strategy AI applies only the 4 victory conditions, and an AI's perception of which it has the best chance of achieving.

G
 
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