Quick Questions / Quick Answers

I went searching for a post that talked about the AI's production bonuses for different difficulty levels, but unfortunately I can't find it anymore.

What's the rationale behind the AI's production bonus increasing with each Era?
 
Look at the wiki, it's all there!
Thank you for pointing me in the right direction.

I was also wondering if someone could tell me why it works this way:

Why do AIs get more and more of a production and growth bonus with each Era when they also get increasing production instant yields?
 
That's a bit irritating..would prefer that bonuses were in raw food terms then rather than "growth", albeit with less large bonuses.
A lot of bonuses are just numbers! To a lot of us, evaluating +raw numbers and +% yields is part of the strategy.
 
Thank you for pointing me in the right direction.

I was also wondering if someone could tell me why it works this way:

Why do AIs get more and more of a production and growth bonus with each Era when they also get increasing production instant yields?
Because civilization is an exponential game. If you are able to produce X in one age, you'll likely produce X^2 on next age. AI does the same, but human player is always able to be a bit smarter than AI algorithms. So this small advantage Dx, is also scaling quadratically.

In vanilla, AI gets a huge early advantage, so the player needs to survive against monsters, but then, with every cummulated advantage, the human player climbs back until the game is won at some point, and then it's just hitting NEXT.
CBP worked wonders by just spreading AI bonuses among eras linearly. The pace was more forgiving in the early game, so the difference with other difficulties is not so accute, and the increased difficulty in the late game made the end turns still a challenge. But there was still the feeling than past a certain threshold, human player had just won the game, for its exponential nature.

Now, the bonuses are spread in a way that mimics how a human player of the same skill level progresses, so the challenge is alive until the very last turn. Smart, isn't it?
 
Why do AIs get more and more of a production and growth bonus with each Era when they also get increasing production instant yields?

Because that's better to have multiple different bonuses than one Huge bonus. That's why the AI has more units (bigger supply), quicker units (production reduction cost) and better units (more XP), not just one of them.

If you give only one big bonus to the AI, you obtain a situtation quite silly where the optimal way to play is to find a way to get around the AI bonus, exploiting the parts of him that are not buffed. By buffing the AI everywhere, you obtain something that is less "gamey".

(However, I do feel like the reduction cost on buildings is a little to high in the end game, and I would rather give them more instant bonuses instead)
 
Because civilization is an exponential game. If you are able to produce X in one age, you'll likely produce X^2 on next age. AI does the same, but human player is always able to be a bit smarter than AI algorithms. So this small advantage Dx, is also scaling quadratically.
The AI's production speed is scaling quadratically with instant yields, and it's scaling quadratically with a percent production bonus. The two bonuses are multiplicative with each other, not additive, so the AI's total production bonus is quartic with Era.

% new completion of a project = [(AI bonus instant yields + scaling instant yields) * Era^2 * (AI production bonus) * Era^2 + (other instant yields + city production per turn) * (AI production bonus) * Era^2 ] * [other production bonuses]

What is it about production and growth that means they need quartic scaling with Era? Why doesn't the AI get an Era scaling cost reduction in Science, Policy and Faith costs?

Because that's better to have multiple different bonuses than one Huge bonus. That's why the AI has more units (bigger supply), quicker units (production reduction cost) and better units (more XP), not just one of them.

If you give only one big bonus to the AI, you obtain a situtation quite silly where the optimal way to play is to find a way to get around the AI bonus, exploiting the parts of him that are not buffed. By buffing the AI everywhere, you obtain something that is less "gamey".

(However, I do feel like the reduction cost on buildings is a little to high in the end game, and I would rather give them more instant bonuses instead)
I understand all of this, but the currently handling of production of growth isn't that it's being buffed everywhere, it's that the process of the production queue progressed through faster is directly scaled with Era in multiple different ways, completely aside from the indirect buffs like faster worker improvement speed.

I just wanted to know what the rationale behind production and growth getting this progressively larger buff while the other yields don't need it.

Perhaps this was the wrong thread to get the answers I was looking for.
 
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Perhaps this was the wrong thread to get the answers I was looking for.
Perhaps we didn't understand your question.

The whole idea of bonuses is to make up for what AI is not capable to do the same as humans. So, if AI is usually 10% lower on culture, we give AI 10% more culture, if AI builds 30% slower than a human, it gets a 30% buff to building speed, more or less. It's done in a way that bonuses change at every era, so the bonuses go as unnoticed as posible. The key is fooling the player into thinking he's facing human players.
 
I just wanted to know what the rationale behind production and growth getting this progressively larger buff while the other yields don't need it.
Perhaps this was the wrong thread to get the answers I was looking for.

Growth also have a progressive boost. The constant "AIPerEraModifier" increase "AIGrowthPercent,AITrainPercent,AIConstructPercent,AICreatePercent, and AIUnitSupplyPercent", so:
+ Production cost of units, buildings, projects, but not wonders
+ Growth
+ Supply
Since it reduce production cost, it should also reduce gold buying costs.

=> It affect production, food and gold
Science/Culture/Faith cost are not affected because it would be OP.
 
What my options for preventing the ai from nuking me?
Nuclear regulations resolution in the world congress. This prevents everyone from building further nukes (the current ones are not destroyed).

Be scary enough, so they don't feel like attacking you.

Puppet them into fighting among themselves. Though I must say I never managed to do this.

Intercepting nukes with aircraft and anti-air? I don't know if this is possible.
 
The description of the polish UA is a bit hard to understand. (as non native english speaker)
Ive heard it gives me a free policy every second era (classic, renaissance, ....) and 2 extra tenets at ideology?
Is this true and could not that be explained a little easier and more understandable?
 
The description of the polish UA is a bit hard to understand. (as non native english speaker)
Ive heard it gives me a free policy every second era (classic, renaissance, ....) and 2 extra tenets at ideology?
Is this true and could not that be explained a little easier and more understandable?
I think no. If start Era is not Ancient all other descriptions will be much bigger.
 
For many non-native speakers, changing "every other" to "every second" would be clearer, I think. I took some time to understand what "every other" means myself (and learned it through the polish UA).
 
After winning in Inmortal, i'm trying to win science victory in Deity going wide...any recomendations?. I don't want to conquer the entire world, im trying to win the game in a "peaceful" way (puppeting one or two neighbours only).

When im speaking about wide, is having 11 - 12 cities and going progress with a civ like Roma, Shonghai or the Iroquois.

My major problem is happiness in this strategy. I feel like, unless i go with Authority, is really hard to stay in a positive happiness while building military units.

Now im slowing growth, my last cities (the 10th or 11th city) are always the problem. So, im trying to avoid growth in my last cities (normally coastal), and let them grow only when i have enough specialists.

I don't have a problem with micromanagement at all, i'm always third or four in science doing this, but it's hard to go above that.
 
Considering this is the main description for Poland, would it be too onerous to say “in classical, renaissance, modern, and information era”?
I actually think 'every second era', or 'every two eras' is more clear. listing them like that does not tell you right away that they are spaced apart equally; you would have had to memorize what order the eras come in

Am I interpretting the notification that goes off after a diplomatic mission correctly? I get a permanent +1 gold to my global gold income from completing a diplomatic mission?

Is there any way, via lua or sql, to increase this number?
 
I have conquered a city, which previously belonged to another civization, yet I cannot liberate it. Is it because I was the one who eliminated that civ? What exactly are conditions for liberating a city?
 
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