GiuseppeIII
The Third Giuseppe
Not rue if this was answered yet (didn't read all the posts) but does the AI know what they're doing when they pick traits or are they just picking random traits that could possibly ruin their kingdom
No but that's a step to take soon. We have identified, really, that ALL the National Commerce totals are really needing to be converted to a long int. That should be a project that should be done very soon. I believe it would be fairly easily done but should it be so 'easy' as to be done during the freeze? I suppose it counts more as a bug fix issue... so maybe it should be huh?
Your proposed adjustments won't make it any further problematic for the developing leader option than that limitation already is since either way the limit would be hit and cause that system to get a bit screwy anyhow.
They pick according to their personalities as opposed to strategically. All negative traits are, well, just that, and all positive traits should be pretty much positive so no selection should be much better or worse than another if we have our traits nicely balanced. And picking by personality will play into their strategies quite naturally if the leader has been well thought out in its design. A flavor evaluation, similar to the way leaders pick many other things including religions when on the Divine Prophets/Choose Religions options, are the methods of selection and the flavor values on each trait also represent the strengths and weaknesses of that trait (at least that's what they should be doing... giving ai weight according to the strengths of the trait.)
I did not want an evaluation heavy, situation reactional method for their decision making as we have in many AI choices like tech tree and civic decisions. Particularly since traits should be a result of the leader's personalities in the first place, and that's not always for the best. You the player get a bit of an edge there but whatever you pick is pretty much permanent so if you consider things too near sightedly, it will come back to bite you later. And vice versa, it'll take a while to see the benefit which could be a lot of wasted time potentially.
IMO, this whole system will see vast improvement as we hunker down and really work on further development on the traits over the course of the next cycle.
I do not like the idea of The AI choosing traits based off of LH personalities. That gives the human, who is playing to win, an advantage as they will always choose the trait they see as better for their situation, as opposed to an RP trait. You may want to talk to Koshling about a way to do this without hurting the AI players more than they are already hurt.
My 2 cents here? Great job! Love the idea (of both!)
Really, any given trait should be equal. As a player, I won't be selecting traits with immediate needs in mind anyhow either. Being stuck with the selections you take kinda enforces that you think of it in the sense of a long term strategy anyhow and not take them as reactions to immediate situations. If you do, you might gain an immediate and needed edge but your overall game style strategy would suffer in the long run. So with those facts in mind, there really are no bad choices (or at least there shouldn't be and I think the current traits are somewhat adherent to that enough for now.) Therefore, there should be no huge evaluation but rather a selection based on the leader's general overall personality/1000 ft overview of the leaders general game strategy. And that's what we achieve with flavor based determinations.
Additionally, the AI should not be all rigged for strategy decisions but also for Role Playing flavor too. It helps with game immersion to, as a player, feel like the only one here who really thinks over all the angles without having emotional impulses guiding you. If the leaders come across more as people... leaders with feelings... rather than all of them being computerized strategic processing modules like you'd play against in chess, then the player can feel more a part of a dynamic and alive game world. So some flaws that may be evidenced in this method is not necessarily a flaw in game design.
I can understand other ways of seeing this but I don't think the argument that we should design more reactive selection mechanisms holds enough value in this particular AI case. I'm not unable or resistant to designing such a mechanism so much as I flat out don't believe its the right way to develop them in this case.
I was having a "minor revolt" every 10-20 turns until I was able to choose a trait with less revolutionary sentiment, I have not had any trouble at all since then.
I have never been able to select a second tier in any trait yet, when does that become possible?
I was having a "minor revolt" every 10-20 turns until I was able to choose a trait with less revolutionary sentiment, I have not had any trouble at all since then.
I have never been able to select a second tier in any trait yet, when does that become possible?
Here's the thing about Barbarian Trait, IMO:
If you really look at history, you GOT to remember your starting at 50,000 BC, you are not actually starting as the Leader you picked OK, you need to get that picture out of your head first, IMO again.
Back then weren't ALL leaders considered, Barbarian(s)? I believe no one actually got along with even their own neighbors back then. (I might be wrong).
I haven't gotten that much into it yet, so i canNOT really say how it is going to work?? But if its what you have written down, then it seems actually, as TB said "Reasonable." ie meaning alot of them have Barbarian. Again making sense then. BUT i need to know i guess is, if the Barbarian Trait can be transposed once you hit the Ancient Era, and MUST take another Negative Trait, now i see that as a substitute then, or am i off track here?? Can it be done this way, TB??
I am really only concerned about GAMEPLAY, not really RL, but it would be nice if it could, IMPO.