SET_FOOD_OR_PROD.FLI and SET_RESOURCE_DESIRE.FLI COMMENTS

For all non-barbarians:

1. If cities = 0-1 and total population is 1,
Maximise growth ratio (minimise turns to next pop)
Pay as much wages as needed, minimise rations, average workday
No PW
Minimum workers on production tiles
Maximum workers on food tiles
Opening game strategy (this means explore more, and don't build roads yet - this is the same for all entries in this FLI so I won't repeat it)

2. If cities = 0-1 and total population is 2,
High growth ratio
Pay as much wages as needed, minimise rations, average workday
No PW
High workers on production tiles //makes sense, in order to get that Settler out ASAP
high_production (this is the default behaviour for all cases - see outputs.fli and set_resource_desire.fli. So I will not repeat it if it appears again).

3. If cities = 2,
Even growth ratio (meaning growing at least twice as fast as slowest city in empire)
Pay as much wages as needed, minimise rations, average workday
No PW

4. If cities = 3-5, and I am Warrior
Even growth ratio
Pay higher wages (not maximum), minimise rations, average workday
No PW

5. If cities = 5-9, and I am Warrior
Even growth ratio
Pay higher wages (not maximum), minimise rations, average workday
30% PW

6. If cities = 3-5, and I am Scientist,
Even growth ratio
Pay higher wages (not maximum), minimise rations, average workday
30% PW

7. If cities = 5-9, and I am Scientist //same as 3-5
Even growth ratio
Pay higher wages (not maximum), minimise rations, average workday
30% PW

8. If cities = 3-5, and I am Slaver or Cleric //same as Scientist
Even growth ratio
Pay higher wages (not maximum), minimise rations, average workday
30% PW

9. If cities = 5-9, and I am Slaver or Cleric //again no change
Even growth ratio
Pay higher wages (not maximum), minimise rations, average workday
30% PW

10. If cities = 10+, and I am any personality (except Barbarian):
Even growth ratio
Pay higher wages (not maximum), minimise rations, average workday //strange that even with this growth focus I have larger cities than the AI, even when I am behind on powergraph? Will have to look into AIP files I guess to see whether it builds the growth improvements
No PW // This is the default. However, it will set its PW depending on whether it is at war, or whether it has too much PW, according to the rules specified in set_pw.fli
Minimum - Medium workers on production tiles (range)
Medium workers on gold tiles

11. If I am a Barbarian
Maximise growth ratio 
Pay as much wages as needed, eat as much as I want, average workday //default values in outputs.fli
No PW
Maximum workers on production tiles
Minimum workers on food tiles

The Barbarian stuff is pretty funny:) Anyway, I'm wondering if 30% PW is too much. I certainly don't set it to 30% unless I've run out of stuff to build and am not fighting any wars. If I reduce it to 20%, that would free up additional production for the AI to beat people up wouldn't it? Or does the AI rely on the extra 10% as a crutch? I don't think so - I believe it should use that extra 10% to focus on growth improvements and other buildings. It's better spent that way, I believe. To change. - DONE TLL 13/6/99

Now there's a funny thing here - set_resource_desire.fli is essentially identical to set_science_speed.fli, barring unitfocus and wormholeprobe parameters. My guess here is, like def_personality_science_fast.fli and def_personality_science_slow.fli, they decided not to distinguish between science speeds but rather got the AI to focus on science at the same rate, and then differentiate them by the technology they chose to research in the AIPs.

The AI also doesn't differentiate between whether it should build more scientists or less - it defaults to a small number of scientists. I was thinking of setting the number of scientists higher depending on whether or not it was behind in science, but the problem here is that these changes are global, and it would mean that the AI would then place scientists even in its front-line cities. It doesn't seem capable, at this present time, to be able to change priorities city by city, which is the forte of the human player. Perhaps this ability is programmed into the AI dll itself, but there is presently no way in editing the FLI files to get the AI to focus on micro changes. Pity, it would be nice if we could.

END OF COMMENTS