Trav'ling Canuck
Deity
- Joined
- Feb 7, 2018
- Messages
- 2,959
What I found particular interesting about the result is the NOT settling next to a river is quantifiably negative. It doesn't determine if the city will be good, but it tells you that not settling next to a river is a poor choice. (On average given the limited information provided). Likewise, the Lux seems a no brainer to me. Also, the fact that the model values GrasslandMountains is telling. You can't work a mountain tile, but it does provide adjacency bonuses. The fact that the model detected this with limited information is interesting to me.
All of the above makes a great deal of sense to me, when talking about your first few cities. The free housing from the river lets the city grow bigger, faster. (You don't even need an amenity for your first two Pop in a city, a big reason why "infinite city spam" is still powerful in civ 6). Later on more smaller cities > fewer big cities and avoiding water starts in order to fit an extra city or two in makes sense (plus you can spend gold getting the new cities up and running), but early on a river start > coastal start >> waterless start.
Having Mountains nearby is also really useful for your initial cities. It provides adjacency bonuses to what will often be the two earliest districts you have access to: Campuses and Holy Sites. I'm a bit surprised the model is sensitive enough to pick up on that, as it only plays out once the districts are completed. I wonder if the AI is programmed to be more likely to build these districts if there's a Mountain nearby, and since building these districts improves yields without occupying a Population, what the model is actually picking up is the value of getting districts out early?
Luxuries are also very valuable, although mostly for reasons your model wouldn't detect: the ability to support a larger population or to sell them for early gold.
A variety of bonus resources is also extremely good for a reason your model wouldn't detect: one Stone (or Marble) gets a eureka, one Wheat/Rice gets a eureka, one Horse/Sheep gets a eureka, etc. Those boosts are like getting a ton of hidden science yield.
That your model picked up on the value of Luxuries is likely for the reason that @Arent11 mentioned. Probably the most important factor in the value of a city site is how many tiles does it have within it's first two rings that have a combined yield of 4 or more? Bonus and strategic resources should contribute to this, too, not just luxuries, but possibly the AI favours improving the luxury tiles before the other resource tiles, making the boost from luxuries more obvious to the model.