What will the AI research next?

Originally posted by SirPleb
Ambiorix, I used your spreadsheet while playing GOTM21 and it is a great help, thank you!!!
It's just a little in return for the wisdom you keep spreading around.
Let's just say you can use it for free as long as you don't demand tribute for all the things I learned since Gotm18. :D
 
Ambiorix>I just checked the spreadsheet. Did you factor in the fact that the min research rate is 4 and max is 40 by default? Or does it matter at all?
 
Originally posted by Qitai
Ambiorix>I just checked the spreadsheet. Did you factor in the fact that the min research rate is 4 and max is 40 by default? Or does it matter at all?
No, it's not factored in. I don't think it matters much.
It might change the 'base number of turns' (BNT) factor a bit, but not that much, and the BNT will only influence the priorities if it swings wide (like 30 instead of 3).

Since the min and max rate is adjustable in the editor anyways, I'd like to keep this out of the spreadsheet.
 
I've added a second page to the spreadsheet that contains a graphic comparison of how the relative importance of some techs change when going from a slow research to a fast research scenario. It shows how some techs dive bomb in importance compared to others.
First page remained unchanged.

It just makes me wonder what goes on in the minds of the programmers at Firaxis. I mean, who thinks of creating that kind of priority-relativity ? Why not something lineair ? :confused:
 
Looks good Ambiorix. :thumbsup:

One small point: Robotics has a circular reference (cell F86).
 
Originally posted by anarres
One small point: Robotics has a circular reference (cell F86).
On the second page ? I also get a warning when opening the file, but F86 is empty. Do you mean F84 ?
In any case, I wanted to copy just the numbers from the first to the second page, but the formula's came along.
Anyone know how I can copy-paste just the result of a calculation, losing the formula ?
 
A small update with new values for Conquests:

Cannot be traded: 149/turns
Bonus tech: 0
Reveal Map: 0
Sacrifices: 0

And for Bamspeedy: luxury, bonus, and strategic resources have the same value (16), even if these are required by units and improvements.
 
Another C3C update:

Units that require resources are now valued by the AI as much as units that don't require resources. This has a major effect on the research preferences of the AI in C3C compared to PTW.

Edit: Nevermind. My C3C test was flawed
 
This is great for some but when i open the spread sheet all i see is numbers on a page. I guess I should ask my kids how to use these spread sheets...LOL
 
I just noticed that the spreadsheet never has a value higher than 1 for the spaceship components. I assume that's a mistake? And while I'm considering updating it to Conquests, what does "Other tech" mean? And I don't see any mention of flavors. What effect do they have?
 
TimBentley said:
I just noticed that the spreadsheet never has a value higher than 1 for the spaceship components. I assume that's a mistake?
Oops, that's a bug indeed - fortunately it's not a factor with big impact. :blush:
TimBentley said:
And while I'm considering updating it to Conquests,
Too late - I've updated it myself ! :D See attachment below. :)
I'm assuming Alexman's values from his first post are stil valid. I've used the editor to track all features that changed. I'm pretty sure I've covered all changes for C3C, but if anyone wants to do some checks, it'd be much appreciated.
An interesting sidenote : although the AI values wonders like the Temple of Artemis, they don't take into account the extra unit that they make possible to build.
TimBentley said:
what does "Other tech" mean?
I don't know what you mean. where do you see 'other tech' ?
TimBentley said:
And I don't see any mention of flavors. What effect do they have?
'Flavors' are explained in the Help file of the editor. Since they're not used in a standard game, I haven't included them in the calculations.

Enjoy the update ! :)

Edit 06/11/2004 : removed the attachment, since there's a newer version a few posts further below.
 
Ambiorix said:
I don't know what you mean. where do you see 'other tech' ?
On Alexman's first post, right under improvements.

Thanks for the update! :goodjob:

I decided to test the spreadsheet, and I realized how strange it is that Korea has cannons available, but can't build them, that the javelin thrower is considered both offensive and defensive and the bowman is only offensive, and other similar things.
 
TimBentley said:
On Alexman's first post, right under improvements.
You're right - I overlooked that before. :hmm: Don't see anything in the editor that corresponds to it... Alexman, can you explain ?
I think I remember vaguely something about a scenario where you first need to research one tech before being able to research a certain other one... so it might be something scenario-related only. Does this make sense to anyone or am I dreaming ? :confused:
In any way, it's currently not in the spreadsheet - shouldn't matter too much because the weight of 'other tech' is only 1, apparantly. Still, if someone can tell me to which civ-advances it relates, I'll gladly put it in.
 
A tech gets 1 point for each 'other tech' of which it is a direct prerequisite.

Flavors are more complicated than other things in the list, so I have not included them here. However, if you want more information, you might want to take a look at the AU AI research thread.
 
Anyone know why I get no calculated values under the civ names? The formulas are there, but they don't calculate any values. I tried Calculate Now button in the Options window, but this did not work. I also tried two other versions of this spreadsheet. No values are calculated.
 
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