Suggestion: Equalize automatic distribution of citizens.

raxo2222

Time Traveller
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Jun 10, 2011
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For now when its on, specialist are spread very unevenly among available types in cities.

It seems like I should manage them manually every time city grows.

Edit: no idea if its because I have automate citizens+emphasis on production here.
Priests gave me one hammer (wonder or something), and maybe thats why they were used extensively..
 
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At the bottom of the city screen there are governor buttons where you can emphasize certain types of production. These have influence on the types of specialists that are chosen automatically.

I also read somewhere long ago that in civ 4 - BTS that if you hold CTRL if you push the minus-button on specialists, no more specialists of that type get selected. However I have not verified that.
 
There is an AI associated with specialists that evaluates the most applicable current needs and assigns based on that evaluation. You can always change them whenever they aren't doing as you wish of course.
 
There is an AI associated with specialists that evaluates the most applicable current needs and assigns based on that evaluation. You can always change them whenever they aren't doing as you wish of course.
Well manually switching specialists is bit laggy: there is few seconds delay when clicking buttons.
 
Yeah. That AI has a lot of work to do with each click there, even if you are just changing one manually. It's hard to explain why.
Maybe there should be only preview when changing around specialists and actual calculation should be done on end of turn, if it was changed during turn.

also is it possible to add 2 AI specialist managers?
First one would try to keep specialists as equal as its possible, and other would favour specialist, that have lowest chance spawning great person, or just trying to equalize probalities.
 
There's a lot that CAN be done there. But optimization of play and user interface is not my focus at the moment. It would be a long time before I would look into this sort of thing.
 
So I guess this suggestion is getting cryopreserved until better times or someone else tries to do somethng here :p
 
The Specialist box is/was on my list of things to do. It includes a priority for assignment and a "not in this city" or "not in any city" set of choices.
 
The AI used tries to maximize the total output of the city. So as long as it can put a lot of citizens in the same slot it will usually do so (unless the specialist produces a resource which has limited usefulness beyond a certain point). How much it values certain things can be influenced by emphasis.
In addition to the normal emphasis buttons you can also emphasize certain specialists by clicking on the specialist.
 
The AI used tries to maximize the total output of the city. So as long as it can put a lot of citizens in the same slot it will usually do so (unless the specialist produces a resource which has limited usefulness beyond a certain point). How much it values certain things can be influenced by emphasis.
In addition to the normal emphasis buttons you can also emphasize certain specialists by clicking on the specialist.
So if find specialist X optimal, and civics allows to have infinite amount of them, then city will have only specialists X...
 
Priest slot tend to be very high because every temple gives you two. And since in C2C you can have more than 10 religions in one city, it gets kinda silly.
And i'm not even counting the ones that you get from normal buildings.
 
Priest slot tend to be very high because every temple gives you two. And since in C2C you can have more than 10 religions in one city, it gets kinda silly.
And i'm not even counting the ones that you get from normal buildings.
And the AI loves to use them because research and production are clearly two of the best things you can get, even if in a small amount. It'll be something to look into balancing a little better down the road. I have a project in mind to restrict the access to specialist slots a lot more eventually.
 
And the AI loves to use them because research and production are clearly two of the best things you can get, even if in a small amount. It'll be something to look into balancing a little better down the road. I have a project in mind to restrict the access to specialist slots a lot more eventually.

Very much. I mean, for crying out loud, yesterday i noticed that a Hospital opens slots for FOUR doctor specialists.

I know that it's an Industrial Era building, but i never seen a building, let alone a wonder, give more than 2 of the same specialist slot.
 
Very much. I mean, for crying out loud, yesterday i noticed that a Hospital opens slots for FOUR doctor specialists.

I know that it's an Industrial Era building, but i never seen a building, let alone a wonder, give more than 2 of the same specialist slot.
When you have such limited slots for one specialist type because there aren't many buildings and other specialists, like priests, have so many more due to more common buildings giving them slots, there's a need for some apparent overcompensation elsewhere so you get things like 4 slots for doctors on a hospital. At some point it'll get fully eval'd.
 
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