Workerspam
Prince
- Joined
- Aug 22, 2016
- Messages
- 331
Huh. Used IGE to check out what happened in one of my runaway games with ilteroi's experimental 12/15 AI build and on Turn 144 not a single AI civ has built a monument in any of their cities.
Huh. Used IGE to check out what happened in one of my runaway games with ilteroi's experimental 12/15 AI build and on Turn 144 not a single AI civ has built a monument in any of their cities.
as a general rule, building the cheapest buildings first is one that would most often mimick my usual game behavior (not that im an authority on building stuff, but i feel like i am!)
I think my point can be best summarized as. "The Monument should outweigh later buildings if the AI is playing well"
I've tweaked some parameters of that process and initial results are very promising. Puppets build Monuments, Walls, Barracks, Libraries, etc. all missing early infrastructure. Well-developed cities do more or less the same as before, but older buildings appear more often, also cheap support buildings like Garden, Forge, Ligthouse are chosen more often.Still. It sounds like it should be weighted the other way.
-- ai building scoring
UPDATE Defines
SET Value = 0.03 -- org. 0.015
WHERE Name = 'AI_PRODUCTION_WEIGHT_MOD_PER_TURN_LEFT' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE' AND Value= 1 );
UPDATE Defines
SET Value = 0.3 -- org. 0.15
WHERE Name = 'AI_PRODUCTION_WEIGHT_BASE_MOD' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE' AND Value= 1 );
-- xp scaling on/off
INSERT INTO CustomModOptions (Name, Value, Class)
VALUES ('BALANCE_CORE_SCALING_XP', 1, 6);
I've tweaked some parameters of that process and initial results are very promising. Puppets build Monuments, Walls, Barracks, Libraries, etc. all missing early infrastructure. Well-developed cities do more or less the same as before, but older buildings appear more often, also cheap support buildings like Garden, Forge, Ligthouse are chosen more often.
If somebody wants to do a little testing, I attach a modified DLL.
You also need to add the following lines to any SQL file loaded along VP
Code:-- ai building scoring UPDATE Defines SET Value = 0.03 -- org. 0.015 WHERE Name = 'AI_PRODUCTION_WEIGHT_MOD_PER_TURN_LEFT' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE' AND Value= 1 ); UPDATE Defines SET Value = 0.3 -- org. 0.15 WHERE Name = 'AI_PRODUCTION_WEIGHT_BASE_MOD' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE' AND Value= 1 ); -- xp scaling on/off INSERT INTO CustomModOptions (Name, Value, Class) VALUES ('BALANCE_CORE_SCALING_XP', 1, 6);
*eyes light up and picks egypt*and the AI will ignore wonders.
I’ve ran 130 turns from the start, all Wonders were built timely. But i suppose that once they start to really be costly, taking 15+ turns to build, AI might choose something else to build from time to time.I've been working on bugs and optimizing this yesterday and today, tread lightly in the DLL so you don't step on toes.
Edit: also be careful with those defines move them too much and the AI will ignore wonders.
G
I’ve ran 130 turns from the start, all Wonders were built timely. But i suppose that once they start to really be costly, taking 15+ turns to build, AI might choose something else to build from time to time.
Any ETA on when the next patch will be? I wanna start a new game but it's hard with a new version so tantalizingly close!Yep - backing them off to .2 is probably more fair. Any more than that and 10+ turn items start to get sloughed off.
G
Yeah, that is the idea. Those 10+ buildings were scored more than those with 1-3 turns. 0.2 is too little, 0.5 is too much, i did some calculations. Probably 0.25 should be ok. It needs that old-era boost anyway. Actually, that era boost is more important, since there is a bug, that results in „no-differentiation” effect.Yep - backing them off to .2 is probably more fair. Any more than that and 10+ turn items start to get sloughed off.
G
Odd to me but I can see the argument for it. But would you really build walls before monument in your capital? That is just a bad play.
The AI is actually struggling with culture in my games, I'm often hitting policies 5 and 6 before they do. I bet if they build monument second instead of a warrior, they might even be able to knock me down a difficulty.
With respect, I find that a really weird build order. What units are you building that you'd want them before Monuments? A second-build Worker has basically nothing useful to do, a second-build Warrior might be tangentially useful but is not more so than a Monument. I genuinely don't think that's a play-style difference, I think that's poor play, at least as far as I can see it.
It is true. If Monument is not built quickly enough, it gets stuck in the queue and AI „forgets” about it for some time.Since the AI has apparently not been building its culture buildings, we'll see if that holds true.![]()
-- xp scaling on/off INSERT INTO CustomModOptions (Name, Value, Class) VALUES ('BALANCE_CORE_SCALING_XP', 1, 6);
Yes. 0 - disabled. 1 - enabled. In 1-3 default should be 1.@ Infixo
I'm not sure to understand corrrectly.
'BALANCE_CORE_SCALING_XP', 0, 6 means "xp scales with game speed" will be disable?
Relevant with VP(1-3) ?
Yes. 0 - disabled. 1 - enabled. In 1-3 default should be 1.
Pathfinder | Pathfinder or situationally, Pathfinder | Archer/Spear. Early exploration is worth a lot, and it's often difficult to quantify (and pretty gambly), and 1-2 mobile medic units are VERY valuable in early warfare. Naturally, though, I'll switch over to a monument if I can't explore for some reason.
I win regularly on emperor. Since the AI has apparently not been building its culture buildings, we'll see if that holds true.![]()
Can't share your observation, you need to get that oil monopolyNext game i will play on standart speed. Or try to play for Shaka. Cause on epic speed with new exp system - it’s pain to play. Dont even think on playing maraphon....
Melee units are fine on epic, i still can easy get march promotion(swordsmans are still the best) or supply promo for naval. And then get one or two promotions during game - thats enough for me.
But ALL range units now are a piece of ***. Earning promotion for dromons/archery lines looks like grinding mobs in some MMORPG. I remember how in one mmorpg i killid 895 wolfes to get a lvl, 2 or 3 hours of pressing 5 buttons )
In my current game i feel the same with my cruisers... Maybe there is a some easy way to scale the number of hitpoints?