Observations from new AI stats

@Koshling

I just wanted to let you know I did add some new anti-crime buildings the other day to help out. I also removed all crime effects from the administration line of buildings. Which should also help.

Also we really need to get some crime/anti-crime influences from both leader traits and civics. However are their any tags in place for those yet?
 
@Koshling

I just wanted to let you know I did add some new anti-crime buildings the other day to help out. Also we really need to get some crime/anti-crime influences from both leader traits and civics. However are their any tags in place for those yet?

Not that I am aware of.

The new buildings help a little, but they don't change the fundamental situation that the total crime fighting you can get from buildings is fixed (the maximum that is, at any given tech level), so to scale up crime fighting you have to employ units. Net is I still need to do some AI work to have it use crime fighting units better anyway.
 
@Koshling

I just wanted to let you know I did add some new anti-crime buildings the other day to help out. I also removed all crime effects from the administration line of buildings. Which should also help.

Also we really need to get some crime/anti-crime influences from both leader traits and civics. However are their any tags in place for those yet?
You can have property manipulators on traits and civics. But mind that the AI is not aware of them yet.
 
Well if they are on traits would the AI need to be aware of them? Its not like they can change their leader traits (yet).
True, for that one it does not need to be aware so you can use that freely.
(Well, it changes the equilibrium level a bit if you add or remove crime from the trait in cities so some code might be needed)
 
That's what I was trying to get at regarding ambushers and attack stacks. The AI has been sending stacks with ten or so military units and 20 rogues (the upgrade from Ambushers) at my territory, which I'm destroying rather easily. And I've been complaining about over-militarization bugs in the AI since July, so they apparently aren't all fixed.

When did Rogues upgrade from Ambushers? My rogues are upgrade from Thieves. Unless something chnaged recently last day or 2, Bandit hideout gives thief 1st then later rogues. While Poison hut give Ambushers.

And my Ambushers are better than the AI's Rogues. Rogues really aren't much better than Thief even though it has a Str 3 and thief only has a str 2.

@Koshling,
You only want about 6 turns of BBAI log at a time right?

JosEPh
 
When did Rogues upgrade from Ambushers? My rogues are upgrade from Thieves. Unless something chnaged recently last day or 2, Bandit hideout gives thief 1st then later rogues. While Poison hut give Ambushers.

And my Ambushers are better than the AI's Rogues. Rogues really aren't much better than Thief even though it has a Str 3 and thief only has a str 2.

@Koshling,
You only want about 6 turns of BBAI log at a time right?

JosEPh

Doesn't really matter - it needs a few turns to give it context, but so long as you ZIP it it's really only upload an download time that cap it. Unless you don't want to see any spoilers in regard of what the oth AIs are doing, take a look at the stats yourself to see if they have any interesting features, then decide what to send based on whether any interring features are showing(or intestine events happen, like bad civic swaps and so forth)
 
Resason I asked was that I have BBAI logging on all the time now. I had not looked at it for several days too. In that time span I've played some from 2 different game but current SVN (3778). The BBAI log was over 58,947KB. For me a bit much to try to decipher.

I've since deleted that log as I really have no clue as to what would be critical info.

JosEPh
 
Resason I asked was that I have BBAI logging on all the time now. I had not looked at it for several days too. In that time span I've played some from 2 different game but current SVN (3778). The BBAI log was over 58,947KB. For me a bit much to try to decipher.

I've since deleted that log as I really have no clue as to what would be critical info.

JosEPh

It overwrites on each game session anyway (rather than appends). If you jut looking for an overview to see if anything stand out search (upwards from the bottom so you get most recent ideally, but doesn't really matter) for 'stats for turn', which will find the header lines for the aggregate civ stats dumps, which all begin with lines like this:
Code:
[8522.896] Great Ainu Kingdom stats for turn 472:
followed by the overall civ stats, city stats, unit stats etc.

You can generally spot 'oddities' (i.e. - massive differences to what you would be comfortable with that indicate a loss of control over some aspect) in those dumps. I just scan mine briefly after each play session to see if anything stands out.
 
Back
Top Bottom