Will the AI use specialists of same type properly?

Cyrus of Persia

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I'm thinking of adding lets say an extra taxman that gives more money but unlocked in later eras, while keeping the old one (can't get rid of him). Once the second one comes out there will be 2 ctzn with gold option, one giving less, one giving more.

Will the Ai use them properly by picking the better one?

sorry i searched and searched, found no related thread with an answer.
 
The AI doesn´t use those additional specialists. The mods DyP, RAR and the first versions of RARR hold tons of additional specialists of all categories - but the AI didn´t use them at all. That´s why in the newest version of RARR (1.7) I cut them out all together, as they are only a big advantage for the human player against the AI - and I think this shouldn´t be intended.
 
I see. Thanks Civinator.

Btw it awesome to see all you guys still hanging around here and working. A very rare bunch. My respects.

For 20 years I've owned this and still trying to get a satisfying game out of it and still failing. Such a royal f*^**up of a game that a 1000 modders after 20 years still haven't been able to fix. A master piece of work by the geniuses at firaxis.

Anyway, nice seeing you.
 
Oh, I do have a thought, tell me what you think.

Let say you want the first tax man to give only 2 gold, and in the later eras you will have new taxmen that give more, maybe a guy that gives 3 in middle ages and a guy that gives 4 in industrial.

Typically people add specialist to the list after the first 5 and give the new ones the bonuses, such that the default guy gives 2, then the later ones give more. In this case the first taxman (default one) is always the first available in the list and so the AI picks it without regard for what comes next.

I'm thinking, if I make the first taxman (default guy) the one with 4 gold but have him get unlocked late (industrial), and the next guy would be 3 gold (unlocked in middle ages) and the last guy unlocked from beginning, would the AI pick this last one when it wants gold since its the only one available in the beginning of the game? and then later when there is more available the AI maybe always picks the first one available in the list. If so then this guarantees that the AI always picks the best one since the best one is always the first available on the list. So this would reverse their order. What do you think? do you think it might work? Or will it be a no go as usual?



I tried locking the entertainer with a tech once so it wouldnt be available and the game would just crash.
 
What do you think? do you think it might work? Or will it be a no go as usual?

Cyrus of Persia, I think the same as in each other of those situations: This would need some testings. :)

May be a good place for you to start these tests would be to create a Debug version of the RAR 1.02 biq (as this holds plenty of those groups you are describing) changing the prerequistes of those specialists and look what happens by the AI.

 

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The AI doesn´t use those additional specialists. The mods DyP, RAR and the first versions of RARR hold tons of additional specialists of all categories - but the AI didn´t use them at all.

I have a personal mod-in-progress of the original RAR 1.02 that I have been working on and off for years and the AI will occasionally use taxmen and scientists(but I've never seen an engineer used).

In my mod the following is needed for the AI to use taxmen or scientists-
-Very large city with extra food that is causing a lot of specialists.
-A majority of the core working citizens must be happy because of luxuries and/or a luxury multiplier building.

This is AI Persia in debug mode with several Bankers-
taxes.jpg
 
I have a personal mod-in-progress of the original RAR 1.02 that I have been working on and off for years and the AI will occasionally use taxmen and scientists(but I've never seen an engineer used).

In my mod the following is needed for the AI to use taxmen or scientists-
-Very large city with extra food that is causing a lot of specialists.
-A majority of the core working citizens must be happy because of luxuries and/or a luxury multiplier building.

This is AI Persia in debug mode with several Bankers-
View attachment 561269

As the banker seems to be the specialist upgrade of the taxman, here the AI did use a specialist upgrade. It is the first time I see it. :eek:
 
As the banker seems to be the specialist upgrade of the taxman, here the AI did use a specialist upgrade. It is the first time I see it. :eek:

I added a Jester entertainer at the beginning of the 2nd age, so if the AI has a large city with specialists then the Jester allows use of that second level of specialists. Also for the human player the Jester allows you to instantly cycle into the level-two specialists for what you need, instead of having to click thru all the level-one specialists first.

I have various wonders that will allow a metro and also multiply lux trade, so occasionally the AI will have an early metro using the level-one or level-two specialists. That is rare though, because there would need to be a lot of food from bonus resources and the expansion phase is over and no settlers being built.
 
That´s interesting and for a moment I considered, if this setting should be used in RARR and CCM, too - but as you are writing that such a situation is rare and only somewhat useful for the AI in the late phases of the game, at least at present I think, that these additional specialists are only another big advantage for the human player. :think:
 
writing that such a situation is rare and only somewhat useful for the AI in the late phases of the game, at least at present I think, that these additional specialists are only another big advantage for the human player.

True. But it is possible to look at it from the standpoint that the use of specialists in the late phase of the game should be a help to the AI, since the late game the AI does need help against a human that has a well-established empire and usually is in control of the game.
 
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