Discussion in 'Maps & Scenarios' started by KaTiON_PT, Mar 27, 2018.
In these maps or in the Mod itself? And if in the Mod since when?
In mod itself, but didn't AI always get dumber by mid-game?
Tons of new resources appear, also factories are available meaning either AI has to build factories, or be actively trading needed resources.
From what I heard flavour, iAsset and iPower tags were misused for units/buildings meaning AI isn't as efficient in deciding what to do as it could be - that is valuation of stuff is bit wrong.
Also buildings themselves need complete review - it will be done after @Thunderbrd does unit review.
The problem is they don't see the unhealth as something to weigh the added production and bonuses against. We haven't quite sorted out the logic on that yet IIRC.
Production is usually considered of such chief value that if a building gives some, the AI asks for no further data before leaping to get it, particularly if it can get it quick. This can leave the AI cities a sinkhole of unhealth where the original idea from Hydro on these was to force the player to do something the AI doesn't even think to do, which is moderate based on need and NOT build ALL factories everywhere but rather spread them out.
Some effort considering how to improve the evaluation here would go a long ways towards correcting their overzealous production grab at any cost and help them navigate this era a little better.
Well that was dependent upon what timeframe of C2C's development. Early years no. Even after Crime was added no. But...when the extra Eras were introduced....could be so.
I personally have not had a game reach Modern Era in over 5 years that I could continue if I updated on a regular basis. The Last really good Game that I had in Ren and then Industrial was way back when the AI was placing stacks of Siege weapons on every tile around every city they owned. Before I made adjustments to the Siege weapons strengths and upped some of the strengths of melee and mounted in that time frame of the game. And that was before my Game speeds were discarded for the current set. (on that subject, If I had the will power to do so I would make a modmod based on my old GS system, IF I had the will power.... )
I mean if AI or players tried not having missing resources - especially, if they are part of unit/building requirement chains, they would be more competent.
Also there may be possibility of mechanics, that AI doesn't know how to use, but players are good enough to exploit it.
For example you are targetting ores and oil producing improvements.
Then you could destroy AI trough attrition, or AI could strike your bauxite/iron mines or oil wells to prevent tanks and planes to be built.
You can see this behaviour by classical age, when AI builds all the different smelters and smiths in every city. The production bonus is negligible compared to the flammability and unhealthiness, I hardly ever build more than two or three smelters and smiths for each type of metal. Mainly because they do burn down so some redundance is needed. Some AI on the other hand will have 50 lead or tin ingots for trade...
This isn't related to map.
Flammability is nothing, if you play without events.
I guess resource producer valuation is broken - First of its kind is very valuable, but value isn't decreased after you get more.
It's purely the production - if there's any production it's 'yes please'. There's no evaluation on production benefits beyond that. Needs a little work.
I guess then I should have to give AI weight of 1 to all resource producers - currently those smelters, smiths, and every Industrial and later resource producer has AI weight of 1 among other things.
That would only add to the automatic yes build it factor (AI weight isn't easily countered by any negatives either - and even a negative AI weight wouldn't help because AI weight isn't an issue until a much more generic 'Ok, so all high priority stuff has been built, now what?' evaluation.). There's really nothing that can be done in the xml except to remove the production benefit. I think its easier to fix the AI issue in the coding with it BUT it's a be forewarned that it may increase turn times to do it kinda thing. It's a lot of shortcutting to just consider all production giving buildings something you want and something you want immediately.
Perhaps all the metal wares should just give a bonus to the Forge / Foundry? Or would it be possible to give with the resource directly to the (connected) cities?
I WAS sorta thinking along these lines too - this could work. Make these buildings purely produce the resource, which should be sufficient for the AI to build them with some sense of importance (not sure HOW much and hopefully its enough) and then maybe just give a production bonus from having access to the resource to the more generic buildings that use those things. It would be worth seeing if that worked out well enough for the AI. Something similar could then be done for the factories that would correct our largest current AI flaw in the modern era. Well one of them anyhow.
Separate names with a comma.