cracker
Gil Favor's Sidekick
Since GOTM8 (Germany) was played back in June, I have been studying the way the AI plays the early game by generating lots of maps and quickly playing the first 50 turns of each game and then collecting statistics as to how different events happen in the early game. For the purpose of this testing I have just been setting my civs to build warriors and then monitoring the AI civs performance.
An immediate revelation that jumps out from the data, has to do with the fact that the AI is hard coded to choose its early build queue based on some ratios that it calculates. At difficulties of Regent an below the AI first build military units because it has no military. At difficulty levels of Monarch and Emperor every AI immediately locks in on building settlers because every AI gets some military units as a head start.
An unintended side effect of this programming is that AI civs on Monarch and Emperor never get free settlers out of goody huts in the early turns of any game (Never!) because they are not programmed to temporarily switch production away from a settler while they pop early huts. Humans do not have this handicap. (there were no goody huts popped for free settlers in a 24 game test sample with 240 total AI civs).
The AI civs at regent level will regularly pop free settlers from goody huts at the rate of about 10%-12% overall (using a 12 games test sample with a total of 120 AI civs).
This thread is to promote discussion and collect input on the potential option to allow the "map generator" for the GOTM games to randomly override this Free Settler block by the AIs in some cases.
Allowing this option in some games would mean that it would be possible that one or two AI civs in a game could have a different early build behavior from all the other AI civs in the game. Human players would still be able to equalize this advantage by using queue manipulation to maximize their chances of free settlers.
An immediate revelation that jumps out from the data, has to do with the fact that the AI is hard coded to choose its early build queue based on some ratios that it calculates. At difficulties of Regent an below the AI first build military units because it has no military. At difficulty levels of Monarch and Emperor every AI immediately locks in on building settlers because every AI gets some military units as a head start.
An unintended side effect of this programming is that AI civs on Monarch and Emperor never get free settlers out of goody huts in the early turns of any game (Never!) because they are not programmed to temporarily switch production away from a settler while they pop early huts. Humans do not have this handicap. (there were no goody huts popped for free settlers in a 24 game test sample with 240 total AI civs).
The AI civs at regent level will regularly pop free settlers from goody huts at the rate of about 10%-12% overall (using a 12 games test sample with a total of 120 AI civs).
This thread is to promote discussion and collect input on the potential option to allow the "map generator" for the GOTM games to randomly override this Free Settler block by the AIs in some cases.
Allowing this option in some games would mean that it would be possible that one or two AI civs in a game could have a different early build behavior from all the other AI civs in the game. Human players would still be able to equalize this advantage by using queue manipulation to maximize their chances of free settlers.