tom2050
Deity
- Joined
- Oct 12, 2005
- Messages
- 5,516
Yes, from AI build tests that have been done, we have found this to be correct.
http://forums.civfanatics.com/showthread.php?t=62138
'How the AI decides what unit to build'
So 5 units with the exact same stats will each have about a 20% chance to be built each (with some minor variation). The conclusion that I have come to in regards to AI builds, is that Firaxsis has an algorithm which takes each units stats and compares it to other buildable units; with this it formulates a 'percentage chance to build'. So every unit (no matter how weak) probably has a chance to be built, but the liklihood to build uber-weak units is SO LOW that players won't see it in a game.
But the thing to remember is, if you have a very large amount of units in your mod, and add this in for every unit, you will in essence double the amount of unit entries. Thus, for me personally, I would tend to keep it down to a minimum for player ease (so they don't have to upgrade every unit after it's built, and to keep the civilopedia looking a little cleaner).
Here's a rundown of a test I did on the importance AI places on flags to get weak units built more often:
CONCLUSION:
Flags which coerce the AI to build more of a particular unit:
1. Stealth (does not require a Stealth target for this to work)
2. Enslave (does not require an Enslave target for this to work)
3. Extra HP's (more HP increase AI chance of building a particular unit)
4. Radar
5. ZOC
6. Inconcluisve (Defensive Bombard/Amphibious does not seem to be factored in by the AI)
7. Unsure about the other flags available
Tom
http://forums.civfanatics.com/showthread.php?t=62138
'How the AI decides what unit to build'
So 5 units with the exact same stats will each have about a 20% chance to be built each (with some minor variation). The conclusion that I have come to in regards to AI builds, is that Firaxsis has an algorithm which takes each units stats and compares it to other buildable units; with this it formulates a 'percentage chance to build'. So every unit (no matter how weak) probably has a chance to be built, but the liklihood to build uber-weak units is SO LOW that players won't see it in a game.
But the thing to remember is, if you have a very large amount of units in your mod, and add this in for every unit, you will in essence double the amount of unit entries. Thus, for me personally, I would tend to keep it down to a minimum for player ease (so they don't have to upgrade every unit after it's built, and to keep the civilopedia looking a little cleaner).
Here's a rundown of a test I did on the importance AI places on flags to get weak units built more often:
CONCLUSION:
Flags which coerce the AI to build more of a particular unit:
1. Stealth (does not require a Stealth target for this to work)
2. Enslave (does not require an Enslave target for this to work)
3. Extra HP's (more HP increase AI chance of building a particular unit)
4. Radar
5. ZOC
6. Inconcluisve (Defensive Bombard/Amphibious does not seem to be factored in by the AI)
7. Unsure about the other flags available
Tom