AnC-Flavors - for a better AI

New Flavor's for better AI gameplay (GnK/BNW/All DLC/CP/CBP/CSD/E&D) 10

Two more database errors for you:



Seem to be occurring in:



G

mmh ... nice ... interesting... thanks ... that's bad

the column DPToVotes will be created from Community Balance Patch - Compatibility Files (EUI) (5-13)

i working already on the switches ... such error's brake the whole query.
it seems not to be easy, to check if a column is present or not.

had 1 time also the problem, that tables from e&d are loaded after my mod - and yes, it was set as reference :/
 
mmh ... nice ... interesting... thanks ... that's bad

the column DPToVotes will be created from Community Balance Patch - Compatibility Files (EUI) (5-13)

i working already on the switches ... such error's brake the whole query.
it seems not to be easy, to check if a column is present or not.

had 1 time also the problem, that tables from e&d are loaded after my mod - and yes, it was set as reference :/

References mean nothing with regards to load order, tbh. Mods load in the order they're dropped in the folder or the order they're checked off in the list.

G
 
References mean nothing with regards to load order, tbh. Mods load in the order they're dropped in the folder or the order they're checked off in the list.

G

Great ... then Modbuddy lies?

My Mods will always loaded in the proper order. :confused:

New version will be ready soon - with switches for tables and columns :D
 
New Version 4 is here UP

Done:
- flavor's for league proposals/processes --> done!
- speed optimization --> should now collect all entry's faster
- ~225 "yields" are now unified in 1 view for better adjustment
Spoiler :

FlavorType, YieldType, Flavor
FT,YT,Flavor
FLAVOR_AIR,AirModifier,10
FLAVOR_AIR,UnitUpgradeCostMod,4
FLAVOR_AIR,MilitaryProductionModifier,5
FLAVOR_AIRLIFT,Airlift,50
FLAVOR_AIR_CARRIER,AirModifier,2.5
FLAVOR_AIR_CARRIER,UnitUpgradeCostMod,2
FLAVOR_AIR_CARRIER,MilitaryProductionModifier,3
FLAVOR_ANTIAIR,AirModifier,2.5
FLAVOR_ANTIAIR,UnitUpgradeCostMod,2
FLAVOR_ANTIAIR,MilitaryProductionModifier,3
FLAVOR_CITY_DEFENSE,HealRateChange,3
FLAVOR_CITY_DEFENSE,NukeModifier,0.5
FLAVOR_CITY_DEFENSE,AllowsRangeStrike,5
FLAVOR_CITY_DEFENSE,Defense,0.02
FLAVOR_CITY_DEFENSE,GlobalDefenseMod,0.05
FLAVOR_CITY_DEFENSE,ExtraCityHitPoints,0.5
FLAVOR_CITY_DEFENSE,BorderObstacle,30
FLAVOR_CITY_DEFENSE,UnitUpgradeCostMod,2
FLAVOR_CITY_DEFENSE,MilitaryProductionModifier,3
FLAVOR_CULTURE,YIELD_CULTURE,5
FLAVOR_CULTURE,YIELD_TOURISM,5
FLAVOR_CULTURE,UNITCLASS_ARTIST,50
FLAVOR_CULTURE,UNITCLASS_MUSICIAN,50
FLAVOR_CULTURE,UNITCLASS_WRITER,50
FLAVOR_CULTURE,FreeSocialPolicies,100
FLAVOR_CULTURE,FreePolicies,100
FLAVOR_CULTURE,PolicyCostModifier,2
FLAVOR_CULTURE,CultureBonusTurns,2.5
FLAVOR_CULTURE,TourismBonusTurns,2.5
FLAVOR_CULTURE,GreatWorkCount,5
FLAVOR_CULTURE,FreeGreatWork,75
FLAVOR_CULTURE,LandmarksTourismPercent,0.5
FLAVOR_CULTURE,GreatWorksTourismModifier,0.5
FLAVOR_CULTURE,TechEnhancedTourism,2.5
FLAVOR_CULTURE,CultureRateModifier,1
FLAVOR_CULTURE,GlobalCultureRateModifier,5
FLAVOR_CULTURE,PlotCultureCostModifier,1
FLAVOR_CULTURE,GlobalPlotCultureCostModifier,2
FLAVOR_CULTURE,NullifyInfluenceModifier,50
FLAVOR_DEFENSE,YIELD_GREAT_ADMIRAL_POINTS,5
FLAVOR_DEFENSE,YIELD_GREAT_GENERAL_POINTS,5
FLAVOR_DEFENSE,UNITCLASS_GREAT_GENERAL,50
FLAVOR_DEFENSE,UNITCLASS_GREAT_ADMIRAL,50
FLAVOR_DEFENSE,HURRY_GOLD,2.5
FLAVOR_DEFENSE,EspionageModifier,0.5
FLAVOR_DEFENSE,GlobalEspionageModifier,1
FLAVOR_DEFENSE,CultureRateModifier,0.5
FLAVOR_DEFENSE,GlobalCultureRateModifier,2.5
FLAVOR_DEFENSE,HealRateChange,2
FLAVOR_DEFENSE,NukeModifier,0.2
FLAVOR_DEFENSE,BorderObstacle,30
FLAVOR_DEFENSE,InstantMilitaryIncrease,75
FLAVOR_DEFENSE,UnitUpgradeCostMod,4
FLAVOR_DEFENSE,MilitaryProductionModifier,5
FLAVOR_DEFENSE,NullifyInfluenceModifier,25
FLAVOR_DEFENSE,AttackBonusTurns,1.25
FLAVOR_DEFENSE,BaseFreeUnits,5
FLAVOR_DIPLOMACY,UNITCLASS_GREAT_DIPLOMAT,50
FLAVOR_DIPLOMACY,ExtraLeagueVotes,100
FLAVOR_DIPLOMACY,FaithToVotes,7.5
FLAVOR_DIPLOMACY,CapitalsToVotes,50
FLAVOR_DIPLOMACY,DoFToVotes,50
FLAVOR_DIPLOMACY,RAToVotes,50
FLAVOR_DIPLOMACY,DPToVotes,50
FLAVOR_DIPLOMACY,GPExpendInfluence,5
FLAVOR_DIPLOMACY,CityStateInfluenceBoost,1.25
FLAVOR_ESPIONAGE,AffectSpiesNow,10
FLAVOR_ESPIONAGE,ExtraSpies,10
FLAVOR_ESPIONAGE,SpyRankChange,10
FLAVOR_ESPIONAGE,InstantSpyRankChange,10
FLAVOR_ESPIONAGE,EspionageModifier,1
FLAVOR_ESPIONAGE,GlobalEspionageModifier,2
FLAVOR_EXPANSION,YIELD_GOLD,1.25
FLAVOR_EXPANSION,YIELD_PRODUCTION,1.25
FLAVOR_EXPANSION,YIELD_SCIENCE,1.25
FLAVOR_EXPANSION,PlotBuyCostModifier,0.25
FLAVOR_EXPANSION,GlobalPlotBuyCostModifier,0.5
FLAVOR_EXPANSION,AttackBonusTurns,1.25
FLAVOR_GOLD,YIELD_GOLD,5
FLAVOR_GOLD,YIELD_GOLDEN_AGE_POINTS,2.5
FLAVOR_GOLD,UNITCLASS_MERCHANT,50
FLAVOR_GOLD,HURRY_GOLD,5
FLAVOR_GOLD,ExtraLuxuries,5
FLAVOR_GOLD,GreatPersonExpendGold,0.2
FLAVOR_GOLD,CityConnectionTradeRouteModifier,2
FLAVOR_GOLD,CapturePlunderModifier_neg_good,0.2
FLAVOR_GOLD,CapturePlunderModifier_pos_bad,-0.02
FLAVOR_GOLD,TradeRouteRecipientBonus,5
FLAVOR_GOLD,NumTradeRouteBonus,10
FLAVOR_GOLD,TradeRouteSeaDistanceModifier,0.15
FLAVOR_GOLD,TradeRouteLandDistanceModifier,0.15
FLAVOR_GOLD,TradeRouteSeaGoldBonus,0.05
FLAVOR_GOLD,TradeRouteLandGoldBonus,0.05
FLAVOR_GOLD,CityStateTradeRouteProductionModifier,0.5
FLAVOR_GOLD,PlotCultureCostModifier,0.25
FLAVOR_GOLD,GlobalPlotCultureCostModifier,0.5
FLAVOR_GOLD,PlotBuyCostModifier,0.5
FLAVOR_GOLD,GlobalPlotBuyCostModifier,0.5
FLAVOR_GOLD,UnitUpgradeCostMod,0.5
FLAVOR_GOLD,BaseFreeUnits,10
FLAVOR_GREAT_PEOPLE,UNITCLASS_ENGINEER,25
FLAVOR_GREAT_PEOPLE,UNITCLASS_SCIENTIST,25
FLAVOR_GREAT_PEOPLE,UNITCLASS_MERCHANT,25
FLAVOR_GREAT_PEOPLE,UNITCLASS_ARTIST,25
FLAVOR_GREAT_PEOPLE,UNITCLASS_MUSICIAN,25
FLAVOR_GREAT_PEOPLE,UNITCLASS_WRITER,25
FLAVOR_GREAT_PEOPLE,UNITCLASS_GREAT_DIPLOMAT,25
FLAVOR_GREAT_PEOPLE,GreatPersonExpendGold,0.2
FLAVOR_GREAT_PEOPLE,GreatPeopleRateModifier,1
FLAVOR_GREAT_PEOPLE,GlobalGreatPeopleRateModifier,2
FLAVOR_GREAT_PEOPLE,GetNumFreeGreatPeople,50
FLAVOR_GREAT_PEOPLE,FreeGreatPeople,50
FLAVOR_GROWTH,YIELD_FOOD,5
FLAVOR_GROWTH,YIELD_POPULATION,5
FLAVOR_GROWTH,YIELD_GOLDEN_AGE_POINTS,2.5
FLAVOR_GROWTH,AllowsFoodTradeRoutes,10
FLAVOR_GROWTH,PlotCultureCostModifier,0.25
FLAVOR_GROWTH,GlobalPlotCultureCostModifier,0.5
FLAVOR_GROWTH,PlotBuyCostModifier,0.25
FLAVOR_GROWTH,GlobalPlotBuyCostModifier,0.5
FLAVOR_GROWTH,FoodKept,1.5
FLAVOR_GROWTH,GlobalPopulationChange,75
FLAVOR_GROWTH,AddsFreshWater,10
FLAVOR_HAPPINESS,Happiness,10
FLAVOR_HAPPINESS,UnmoddedHappiness,30
FLAVOR_HAPPINESS,HappinessPerCity,30
FLAVOR_HAPPINESS,HappinessPerXPolicies,30
FLAVOR_HAPPINESS,NoOccupiedUnhappiness,150
FLAVOR_HAPPINESS,PovertyHappinessChange,5
FLAVOR_HAPPINESS,DefenseHappinessChange,5
FLAVOR_HAPPINESS,IlliteracyHappinessChange,5
FLAVOR_HAPPINESS,UnculturedHappinessChange,5
FLAVOR_HAPPINESS,MinorityHappinessChange,5
FLAVOR_HAPPINESS,PovertyHappinessChangeGlobal,20
FLAVOR_HAPPINESS,DefenseHappinessChangeGlobal,20
FLAVOR_HAPPINESS,IlliteracyHappinessChangeGlobal,20
FLAVOR_HAPPINESS,UnculturedHappinessChangeGlobal,20
FLAVOR_HAPPINESS,MinorityHappinessChangeGlobal,20
FLAVOR_HAPPINESS,BuildingClassHappiness,40
FLAVOR_HAPPINESS,BuildingClassLocalHappiness,10
FLAVOR_HAPPINESS,ExtraLuxuries,10
FLAVOR_I_LAND_TRADE_ROUTE,TradeRouteLandDistanceModifier,0.5
FLAVOR_I_LAND_TRADE_ROUTE,TradeRouteLandGoldBonus,0.1
FLAVOR_I_LAND_TRADE_ROUTE,AllowsFoodTradeRoutes,25
FLAVOR_I_LAND_TRADE_ROUTE,AllowsProductionTradeRoutes,25
FLAVOR_I_SEA_TRADE_ROUTE,TradeRouteSeaDistanceModifier,0.5
FLAVOR_I_SEA_TRADE_ROUTE,TradeRouteSeaGoldBonus,0.1
FLAVOR_I_SEA_TRADE_ROUTE,AllowsFoodTradeRoutes,25
FLAVOR_I_SEA_TRADE_ROUTE,AllowsProductionTradeRoutes,25
FLAVOR_I_TRADE_DESTINATION,TradeRouteSeaDistanceModifier,0.5
FLAVOR_I_TRADE_DESTINATION,TradeRouteLandDistanceModifier,0.5
FLAVOR_I_TRADE_ORIGIN,ExtraLuxuries,5
FLAVOR_I_TRADE_ORIGIN,TradeRouteRecipientBonus,20
FLAVOR_I_TRADE_ORIGIN,NumTradeRouteBonus,20
FLAVOR_I_TRADE_ORIGIN,TradeRouteSeaDistanceModifier,0.25
FLAVOR_I_TRADE_ORIGIN,TradeRouteLandDistanceModifier,0.25
FLAVOR_I_TRADE_ORIGIN,TradeRouteSeaGoldBonus,0.1
FLAVOR_I_TRADE_ORIGIN,TradeRouteLandGoldBonus,0.1
FLAVOR_I_TRADE_ORIGIN,CityStateTradeRouteProductionModifier,1
FLAVOR_MILITARY_TRAINING,HURRY_GOLD,10
FLAVOR_MILITARY_TRAINING,UnitUpgradeCostMod,1
FLAVOR_MILITARY_TRAINING,MilitaryProductionModifier,1
FLAVOR_MOBILE,YIELD_GREAT_GENERAL_POINTS,5
FLAVOR_MOBILE,UnitUpgradeCostMod,4
FLAVOR_MOBILE,MilitaryProductionModifier,5
FLAVOR_NAVAL,YIELD_GREAT_ADMIRAL_POINTS,5
FLAVOR_NAVAL,UNITCLASS_GREAT_ADMIRAL,50
FLAVOR_NAVAL,UnitUpgradeCostMod,4
FLAVOR_NAVAL,MilitaryProductionModifier,5
FLAVOR_NAVAL_GROWTH,Building_LakePlotYieldChanges,5
FLAVOR_NAVAL_GROWTH,Building_SeaPlotYieldChanges,5
FLAVOR_NAVAL_GROWTH,Building_RiverPlotYieldChanges,5
FLAVOR_NAVAL_RECON,UnitUpgradeCostMod,4
FLAVOR_NAVAL_RECON,MilitaryProductionModifier,5
FLAVOR_NAVAL_TILE_IMPROVEMENT,Building_SeaResourceYieldChanges,5
FLAVOR_NUKE,NukeModifier,0.2
FLAVOR_NUKE,UnitUpgradeCostMod,1
FLAVOR_NUKE,MilitaryProductionModifier,2
FLAVOR_OFFENSE,YIELD_GREAT_ADMIRAL_POINTS,5
FLAVOR_OFFENSE,YIELD_GREAT_GENERAL_POINTS,5
FLAVOR_OFFENSE,UNITCLASS_GREAT_GENERAL,50
FLAVOR_OFFENSE,UNITCLASS_GREAT_ADMIRAL,50
FLAVOR_OFFENSE,HURRY_GOLD,2.5
FLAVOR_OFFENSE,LandmarksTourismPercent,0.25
FLAVOR_OFFENSE,GreatWorksTourismModifier,0.25
FLAVOR_OFFENSE,TechEnhancedTourism,1.25
FLAVOR_OFFENSE,InstantMilitaryIncrease,75
FLAVOR_OFFENSE,UnitUpgradeCostMod,4
FLAVOR_OFFENSE,MilitaryProductionModifier,5
FLAVOR_OFFENSE,AttackBonusTurns,2.5
FLAVOR_OFFENSE,BaseFreeUnits,5
FLAVOR_PRODUCTION,YIELD_PRODUCTION,5
FLAVOR_PRODUCTION,YIELD_GOLDEN_AGE_POINTS,2.5
FLAVOR_PRODUCTION,UNITCLASS_ENGINEER,50
FLAVOR_PRODUCTION,BuildingProductionModifier,2
FLAVOR_PRODUCTION,WonderProductionModifier,1
FLAVOR_PRODUCTION,AllowsProductionTradeRoutes,10
FLAVOR_PRODUCTION,MilitaryProductionModifier,2.5
FLAVOR_RANGED,UnitUpgradeCostMod,4
FLAVOR_RANGED,MilitaryProductionModifier,5
FLAVOR_RECON,UnitUpgradeCostMod,4
FLAVOR_RECON,MilitaryProductionModifier,5
FLAVOR_RELIGION,YIELD_FAITH,5
FLAVOR_RELIGION,FoundsReligion,200
FLAVOR_RELIGION,ExtraMissionarySpreads,50
FLAVOR_RELIGION,ReligiousPressureModifier,0.5
FLAVOR_RELIGION,IsReformation,200
FLAVOR_RELIGION,ConversionModifier,0.5
FLAVOR_RELIGION,GlobalConversionModifier,1
FLAVOR_SCIENCE,YIELD_SCIENCE,5
FLAVOR_SCIENCE,YIELD_GOLDEN_AGE_POINTS,2.5
FLAVOR_SCIENCE,UNITCLASS_SCIENTIST,50
FLAVOR_SCIENCE,BaseBeakersTurnsToCount,5
FLAVOR_SCIENCE,FreeTechs,200
FLAVOR_SCIENCE,MedianTechPercentChange,2
FLAVOR_SCIENCE,GreatScientistBeakerModifier,0.5
FLAVOR_SPACESHIP,SpaceProductionModifier,1
FLAVOR_SPACESHIP,GlobalSpaceProductionModifier,3
FLAVOR_TILE_IMPROVEMENT,UNITCLASS_ENGINEER,50
FLAVOR_TILE_IMPROVEMENT,UNITCLASS_SCIENTIST,50
FLAVOR_TILE_IMPROVEMENT,UNITCLASS_MERCHANT,50
FLAVOR_TILE_IMPROVEMENT,WorkerSpeedModifier,2
FLAVOR_WATER_CONNECTION,AllowsWaterRoutes,75
FLAVOR_WONDER,WonderProductionModifier,4

- buff's & nerf's --> some already balanced
- bugfixes, bugfixes
- failsafe switches for the query's --> should now run like Forest Gump

Pending:
- flavor's for policy's --> preparing
- new flavor's for units --> needed/useful? (another 1-2k sqllines :undecide:)
- frontend reporting
- incorporate flavor's for technologies --> overhaul existing CBPTechFlavors
- more speed optimization, if possible
- more buff's & nerf's --> feedback is welcome!
- incorporate existing auto-text for buildings --> preparing
... and an extension - after i have a clue about the AIEconomicStrategy_City_Flavors, AIMilitaryStrategy_City_Flavors, and the other's


Have fun :)
 
This looks awesome... but I'm a little confused. Do I have to enter any values in order for it to work or can I just drop it in the MOD folder and play?
 
This looks awesome... but I'm a little confused. Do I have to enter any values in order for it to work or can I just drop it in the MOD folder and play?

just drop it and make sure, that it will load after all other mods which adds buildings/processes or units.

References for Community Patch, Community Balance Patch, City-State Diplomacy Mod - CBP Edition, Community Balance Patch - Compatibility Files (EUI), Community Balance Patch - Compatibility Files (No-EUI) & Events and Decisions - Community Balance Patch Edition and all DLC are set.
This mods should load already before my mod.

You can add more in the modinfo file.
Make sure to clear your cache.

You can check it after enabling logging and a look in stopwatch.log - you should find the files with AnC_XXX at the end.
 
just drop it and make sure, that it will load after all other mods which adds buildings/processes or units.

Question: How does one check load order? Deleting the cache and enabling last in the mod list would do the trick?
 
Question: How does one check load order? Deleting the cache and enabling last in the mod list would do the trick?

yes and no ... it seems, civ is a little buggy with this.

it should work, when you set the reference in the modinfo file... but after quit and direct load and resume of an existing game, all mods will be loaded in a different order.

for me the following works:
- set the proper references
- clear cache
- activate in the right order
then
- always load the mods (without any changes in the menu) and then load the savegame
 
Two things:

Still seeing a database bug from this:



Also, flavors for some units are being duplicated (work boats, for example), with one of them being much higher than the other.

G


thanks

- database bug fixed with V5
- i did not mess around with unit flavor's.. you have found a bug from firaxis :D
"UNIT_WORKBOAT","FLAVOR_NAVAL_TILE_IMPROVEMENT","20" --> Expansion/GnK / Stock
"UNIT_WORKBOAT","FLAVOR_NAVAL_TILE_IMPROVEMENT","9" --> Expansion2/BNW

all other seems to have just 1 FlavorType
Spoiler :
SELECT UnitType, count(FlavorType) FROM Unit_Flavors
GROUP BY UnitType, FlavorType
 
This bug is back in latest version:

G

eliminated with V7 and forever.

there will be more error's with the new version, if a mod is not active.
best way... open the DB and have a look in the AnC_DebugCheck_NE VIEW.

thx
 
V8 is ready for play - download here

- some buff's & nerf's and small fixes
- better reporting in the Civ5DebugDatabase.db (VIEWS - AnC_DebugCheck_NE)
 
Forgive me, I'm new to civ 5 mods. What does "Add the reference in the AnC-some new Flavors.modinfo file" mean? I've looked in the file but I don't understand what I am supposed to do exactly.
 
Forgive me, I'm new to civ 5 mods. What does "Add the reference in the AnC-some new Flavors.modinfo file" mean? I've looked in the file but I don't understand what I am supposed to do exactly.

hi,

have a look in the faq on the fist page
 
which civ's and mod's did you use?
in which era?
how great/small are the civ's?

CBP and its recommended mods, Cultural Diversity.
Throughout the game; a very big majority of the civs had Might and Aesthetics fully completed or near complete.
22 civs. Could this be a factor?

I can confirm it's due to AnC. Disabled it and tried again; the choices were much more diverse.
 
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