Two turns later hes doing 176 research with a total of 4 cottages and 46 base commerce (according to the tooltip).
+50% (Bureaucracy) ) * 100% (slider): 69
from specialists: 75

) and palace (8
).It's true that the system compares the existing civic value with an alternative, but the key idea is that the evaluation of a civic still depends on whether you are actually using that civic or not.
For example, consider a civic which adds +3, and you have a city which is currently at +1
. If you are considering switching to the civic, then the happiness bonus will not be very valuable to you because your city is already happy. But if you are considering switching away from the civic then the happiness bonus is very valuable - because without it you'd have 2
.
Here's an example of how `iS` is used in the code:
Notice that `iS` is used twice here. When switching away from the civic, the coefficient at the start will be negative but the happiness coefficient will also be negative and so the final value will still be positive.Code:iValue += (iCities * 10 * iS * AI_getHappinessWeight(iS*kCivic.getExtraHappiness(), 0)) / 100;
Interestingly, this to/from difference in the evaluation existed in some parts of the original AI for civics but it was removed by the author of the 'Better AI' mod because he thought it was a bug. The result of removing it was that the AI would sometimes switch back and forth between civics. For example, they'd switch to Representation for +, but then once they had the
they'd switch back to Universal Suffrage because they thought they didn't need the
from Representation anymore.
Ideally it would probably be more accurate to evaluate civics by evaluating the effect differences between the current civic and the new civic individually rather than evaluating each entire civic independently. That's what I would do if I was writing the AI from scratch. But it would be quite a lot of work to change it now.

CvCity* pCity = getPlotCity();
if (GC.getUnitInfo(eUnit).isPrereqReligion())
{
if (NULL == pCity || pCity->getReligionCount() > 0)
{
return false;
}
}
if (GC.getUnitInfo(eUnit).isPrereqReligion())
{
if (NULL == pCity || pCity->getReligionCount() == 0)
{
return false;
}
}
? He would not even abstain? Was it like this in vanila? Or K-mod civs became so smart they wont vote to end game when they hope to win themselves (he is half way from Cultural victory). Or perhaps this is bug, otherwise why would war enemies vote for each other?Maybe the game will be more fun for me, when and if it is less likely that ais get vassaled super early, like the building wonders with no defense and losing cities type situation. It can effectively double your tech rate (and you can often get whatever wonder they were building). Theres always one super ai with one or two vassals, on another continent, and that makes them always 8 techs ahead of the rest of the world. And thats just not fun for me.
I really must give up on adding great specialists to my cities, they are terriblely balanced in regards to getting instant tech. 2000+ research points vs some gold per turn that doesnt scale with marketplaces or grocers etc etc.
One or two academys arent bad either but then again they scale with multipliers and great merchant specialist gold, for example, does not.
Even a research penalty for vassaled countries might make it more bearable. But idk how many people feel this way.
Ctrl+Alt+O
Well, I can't believe this actually happened, but it did. I have finally grown bored of Civ.
