What the AI Handicap file tells us about the AI

joncnunn

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The AI Handicap files tells you a lot about weakness in AI; after all one does not on purpose give the AI a handicap on what's advertised as standard in things it does well.

For the versions prior to BNW, the AI was to Chieftain; basically the developers opinion was that some of the AI flavor combos mimicked behavior so bad that it was expected by a Human on Chieftain.

BNW though introduced the "AI default handicap level" that allowed them to tailor it in specific ways.

Happiness Default : 15. This field is your flat happiness count before you found any cities. That value is actually the same as that of a Human on settler; note that this is 3 more than Human on Chieftain.
So what does this tell us the developers opinion was: Some of the AIs flavors for building a worker is really, really slow and so the AI needs a big boost to give time for them to finally get around to it without crippling the economy. (Note that in the very early game it's really bad to go negative as growth crashes)
In actual practice: If the Human selects Immortal + the AI doesn't need this at all since the AI starts with a worker at the highest levels. So if you only play at those levels, you can safely mod that back to 9.

Num City Happiness Mod & Population Unhapiness mod: 90. For comparison purpose this is about half way between Human on Warlord and Human Prince. Note that it gets further multiplied if Human is on King and above
So what does this tell us the developers opinion was: Some of the AIs have low happiness / high expansion combos in which if a human were to do that on Prince would bring them to their knees; but it would be too big a bonus to the high flavor AIs to go all the way down to Warlord.
In actual practice, at Prince & King that is correct. However, this interacts badly with the multipliers, and in my own opinion if the Human only plays on Emperor and above they can mod this up to 100 and just use that level's happiness bonuses.

Route Cost Percent: 50. This basically means the AI pays half the road maintenance costs. (AI kind of is Inca even when not playing them). This is the Chieftain level.
So what does this tell us the developers opinion was: Some of the AIs build road networks that are too big / or perhaps the high AI worker flavor ones start constructing a road too early.
In actual practice: I've seen no evidence of AIs road networks being so bad as to need an ongoing bonus and would mod it away.

Unit Cost Percent / Building Cost Percent 75. This basically means the AI gets a 25% discount building anything. This is between Chieftain & Warlord. But it's likely to multiply.
So what does this tell us the developers opinion was: Some AIs building flavor are so low they need big help when they actually build one; meanwhile other AIs unit flavors are so low they need big when when they build one.
In actual practice: While this is likely to be the case on Prince, On Immortal+ stacks badly with bonuses given to AI there, so if a Human only plays on Immortal+ better to mod these away and use the per difficulty level ones there.

Research Percent: 85. This means the AI gets a 15% discount researching techs. For comparision, the value at Settler is 90. That's right, the discount is bigger than a human on Settler. :hammer2:
Developers opinion: Some of the AIs science flavor is so low with the new per city increase in science costs, that the AI needs major help.
In actual practice, this is unfortunately correct; to safely mod this away you'd need to set every science flavor to 10 at the same time.

Policy Percent: 75. This means the AI gets a 25% discount discovering polices. This is between Chieftain & Warlord.
So what does this tell us the developers opinion was: Some of the AI cultural flavors are so low they need big help with policy rate even without cultural victory being tied to it.
In actual practice: Probably true on Prince. But in my own experiments on Immortal the AI doesn't fall behind with this set to normal and in fact still run ahead of the human (because of other bonuses that allow AI to construct cultural buildings faster ...)

"AI Barb Bonus": This one doesn't matter because it won't be read; it's the copy on the human's that matters.
So going to Prince; human at this level is assumed to need a 40% help against barbs while the AI needs 60%
Developers opinion: AI kind of sucks dealing with barbs
In actual practice: This is true. Not recommended to change any of these lines.

AIUnitCostPercent / AIUnitSupplyPercent / AIUnitUpgradePercent :This copy doesn't matter either because it won't be read; it's the copy on the human's that matters.
So going to Prince;

AIUnitCostPercent; this is 85% on Prince while 100% on Warlord.
Developers think AI needs a bigger army to deal with bad tactics that would be expected of a Human on Warlord.
In actual practice: That is correct; I wouldn't touch this one.

AIUnitSupplyPercent: This is 20% on Prince while 0% on Chieftain.
Much like the above only this may deal more with AI having forces scattered as much as could be expected (as opposed to concentrated) of Human on Chieftain.
In actual practice: That is correct; I wouldn't touch this one.

AIUnitUpgradePercent: This is 50% even on Settler :eek:
Developers think the AI needs help upgrading their army. Might also be leftover from Civ IV and never changed as that's the value it ended up with the BTS expansion.
In actual practice: That might be true in early game, but the AI has plenty of cash come mid game when most unit upgrades are, and so this bonus could be removed.
 
Nice article. I always thought playing on PRINCE was playing on par with the AI (back in CIV 4). From what I understand prince is not punishing nor giving advantages to the human but the AI still have all theses advantages!? Is there a MOD where you play with the same parameters as the AI?

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Nice article. I always thought playing on PRINCE was playing on par with the AI (back in CIV 4). From what I understand prince is not punishing nor giving advantages to the human but the AI still have all theses advantages!? Is there a MOD where you play with the same parameters as the AI?

Even in Civ IV, Prince wasn't perfectly even; AI had an extreme advantage in unit upgrade cost for both Vanilla and Warlords before downsizing to "only" half-price upgrades with BTS, (It's why the AI could instantly upgrade its entire army the same turn a new tech was discovered)
In addition, the AI had a major "inflation" bonus; basically civic & maintenance costs to the AI were a pittance in late game.
AI there also had bigger barb fighting bonuses.
But there were a couple of really minor things where the AI had disadvantages on Prince compared to the human in Civ IV.

A mod making the game perfectly even in Civ V to a human on Prince would have the following effect:
Anyone currently on Diety would be bored in tears
Anyone on Emperor & Immortal could instantly promote themselves to Deity
Anyone on Prince & King could instantly promote themselves to Immortal.
Anyone on Warlord could instantly promote themselves to King.

That's part of why I've gone into details about these sections is to discourage someone from simply changing the one line that places AI on "AI default handicap" to Prince.
 
Good article. I've shown it to some of my civ playing friends. Does civ5 have a BUG/BAT equivalent mod that is designed to improve the AI quality?
 
Good article. I've shown it to some of my civ playing friends. Does civ5 have a BUG/BAT equivalent mod that is designed to improve the AI quality?

One of the portions in the community expansion mod is working on that.
 
This is somewhat related but does the AI set all of its workers to auto-build-improvements and always use the default setting for cities? I ask because puppets always do gold.
 
This is somewhat related but does the AI set all of its workers to auto-build-improvements and always use the default setting for cities? I ask because puppets always do gold.

I think the AI has to have its workers on automated. It is the AI, after all. Hard for it not to manage its workers.
 
That worker flavor is stupid as hell, a low score is effectively a being bad at the game flavor. Has there ever been a civ game where improving tiles wasn't the most important thing? Even for an early rush we humans steal at least one. The AI should value them above almost everything else until it has one per city. Set it to 12 for every AI.

This is somewhat related but does the AI set all of its workers to auto-build-improvements and always use the default setting for cities? I ask because puppets always do gold.

Of course, everything about the AI is automated. I've seen the AI switch to production focus when building wonders.
 
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