Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-General > 1st C3C Debug Game Report (Part1)
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
dexters is offline dexters
King
Vancouver, Canada
Nov 2001
time: 05:32
  Old Post 14-11-2003 15:50 Visit dexters's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
1st C3C Debug Game Report (Part1) Put an end to popups!

I just finished watching a good chunk of my first C3C game. The game isn’t won by the AI yet, but it’s in the very early modern era and I’ve seen enough to make a few points about observed changes.

AI worker Inefficiency.
This is based on the initial thread I started on the 1.21f patch PTW AI.
1.21f PTW AI thoughts

The problem “appear” to have been partially fixed. AI is no longer seen disbanding workers out in the open, but the AI will continue to have varying worker workforce sizes. From highs of 30 workers down to 4 workers, and back to 30 workers during the railroading frenzy and back down again.

A limitation of the study is that because it is hard to visually track workers as they move about, it is unclear what happens to the workers. It would appear that they are now JOINED into cities. Basically, the camera in-between turns no longer shows workers “dying” out in the open and worker numbers go up and down. This is the basic premise I’m working from.

Behaviour however continues to be inefficient in that large cities in the late game are often diverted to produce workers, instead of other needed improvements as demands in their services increase, for example, after pollution becomes a problem. This has three negative effects. First, the lost in population point can cause a losses in gold and research income especially in the core cities with little corruption. Secondly, the opportunity cost of lost shields in highly productive cities producing relatively cheap workers should not be discounted. Lastly, producing workers usually mean AI cities are not producing something else, like markets or other improvements that also impart benefits. The cost to the AI for playing like this is substantial.

Another issue is that the AI has been observed to disband captured workers. Captured workers are essentially free units since they have no upkeep costs and they should never have been disbanded. I have not noticed this behavior under PTW debug, so I will tentatively put it in the “new” issues category.

Although the two screenshots posted (below) do not reflect AI workers at their peak numbers, one can get an idea of the kind of see-saw variability in worker numbers. This occurs several times through the ages. 1) The initial growth stage will have the AI building many workers. 2) After this phase is over, worker numbers dwindle during the middle ages. 3) As railroads become available AI again builds a large army of workers. 4) This number then declines and increases again as pollution starts to become a problem. The Sumerian industrial era screen capture is taken as the workers are increasing to deal with increased pollution.

Note its captured worker population goes from > 3 (its actually 8 captured workers) to zero through this period. This is simply sloppy and inefficient play and must be corrected.

Solutions: From observation, there appears to be a range in which the AI will try to maintain workers beyond which additional workers are disbanded and below which new workers are produced. A solution would be to narrow this range, so that the variability observed or swinging from 30 workers down to 4, and then up to 20 can be reduced. A sustainable permanent worker force is key.

Related to this solution is to give AI and absolute rule when it comes to captured units. By simply not disbanding them, AI will tend to have a larger permanent workforce at its disposal, allowing it to build less during peak demand times. Coupled with a narrower range of desired worker variability, this should hopefully reduce practices of disbanding and rebuilding workers by the AI through the ages.



Sumeria 1320-Middle Ages

Attachment: sumeria1320.jpg
This has been downloaded 162 time(s).

Last edited by dexters on 14-11-2003 at 18:37

dexters is offline dexters
King
Vancouver, Canada
Nov 2001
time: 05:32
  Old Post 14-11-2003 15:51 Visit dexters's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Tired of ads?

Sumeria - Late Industrial Age

Attachment: sumeriaindustrial.jpg
This has been downloaded 163 time(s).

Asmodean is offline Asmodean
King
Aarhus, Denmark
Aug 1999
time: 06:32
  Old Post 14-11-2003 16:41 Visit Asmodean's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Put an end to popups!

Nice observations, dexters.

In my view, you a are correct that this must be fixed. Sloppy play doesn't even begin to cover. In all my many games, I have never ever disbanded a captured worker.

And yes...it is a total waste of production capability to disband workers, just to build them again.

Asmodean

DrSpike is offline DrSpike
Deity
Enthusiastic member of Apolyton
Sep 2001
time: 05:32
  Old Post 14-11-2003 17:17
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Increase the size of your Attachments

Neat. Perhaps the AI could also be persuaded not to build workers from its core cities.

Thoth is offline Thoth
Prince
Ottawa, Canada
Dec 2000
time: 00:32
  Old Post 14-11-2003 17:50
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Is the AI disbanding? or adding to cities? If it's disbanding then the behavior needs to be stopped. Adding workers to cities is nowhere near as damaging, and in some circumstances is benificial. ie: a low growth, low corruption city that has no happiness issues.

dexters is offline dexters
King
Vancouver, Canada
Nov 2001
time: 05:32
  Old Post 14-11-2003 18:01 Visit dexters's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Thoth, that is a good question and is a limitation to my study. This will require a more particular study of the situation in my second debug game since this is an observation among several in my first.

dexters is offline dexters
King
Vancouver, Canada
Nov 2001
time: 05:32
  Old Post 14-11-2003 18:18 Visit dexters's homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Full PM-box? Change here!

I just went to looked closely between my autosaves where there was a discrepancy in worker numbers.

It does appear they are now joined into cities which can support extra populations, instead of being disbaned (1.21f)

Last edited by dexters on 14-11-2003 at 18:40

dexters is offline dexters
King
Vancouver, Canada
Nov 2001
time: 05:32
  Old Post 14-11-2003 18:19 Visit dexters's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Suffering from ads?

repeat post. pls. delete.

dexters is offline dexters
King
Vancouver, Canada
Nov 2001
time: 05:32
  Old Post 14-11-2003 18:44 Visit dexters's homepage!
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Remove this text

Double post

dexters is offline dexters
King
Vancouver, Canada
Nov 2001
time: 05:32
  Old Post 14-11-2003 18:44 Visit dexters's homepage!
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton, buy Civilization 2

AD 2010
Watch the date and the completion of the various projects in each of the city. Keep an Eye on UR and Agade.

Attachment: 1.jpg
This has been downloaded 144 time(s).

dexters is offline dexters
King
Vancouver, Canada
Nov 2001
time: 05:32
  Old Post 14-11-2003 18:47 Visit dexters's homepage!
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Full PM-box? Change here!

AD 2011

Note the Agade's pop jumps by 4 points. In this turn, the AI lost 6 workers. 4 of them went to Agade. The other two probably went to cities off screen or might have been disbanded. We can't be sure.

Notice however, now UR is making a worker...

dexters is offline dexters
King
Vancouver, Canada
Nov 2001
time: 05:32
  Old Post 14-11-2003 18:49 Visit dexters's homepage!
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Remove this text

Screen 2

Shogun Gunner is offline Shogun Gunner

Emperor
Potomac Falls, Virginia
Oct 2000
time: 00:32
  Old Post 14-11-2003 18:55 Visit Shogun Gunner<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Tired of ads?

some workers will be used for radar towers, I assume those were accounted for (easy to see the radar installation)

Nice work dexters.

Catt is offline Catt
King
California - SF Bay Area
May 2002
time: 21:32
  Old Post 14-11-2003 21:50
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Re: 1st C3C Debug Game Report (Part1) Enter the AD-FREE zone

Nice work

quote:
Originally posted by dexters

Another issue is that the AI has been observed to disband captured workers. Captured workers are essentially free units since they have no upkeep costs and they should never have been disbanded. I have not noticed this behavior under PTW debug, so I will tentatively put it in the “new” issues category.

[. . .]

Note its captured worker population goes from > 3 (its actually 8 captured workers) to zero through this period. This is simply sloppy and inefficient play and must be corrected.


I don't know if you're able to actually track the individual workers or not (and I suspect that that would be both painfully boring and likely to confirm your suspicions) but just thought I'd mention that there is a known display bug with the F3 screen. The displayed "native workers" used to show the correct number of native workers, but hovering the pointer over them would not show their proper location (and so one would have to manually search through every worker looking for a native to join to the city to avoid maintenance. I do not recall if there were also display bugs with the captured units sliders -- there could be, and so I mention it. Regardless, I think the apparent precipitous drop of slave workers is particularly unfortunate.

Catt

Thoth is offline Thoth
Prince
Ottawa, Canada
Dec 2000
time: 00:32
  Old Post 15-11-2003 03:20
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by dexters
I just went to looked closely between my autosaves where there was a discrepancy in worker numbers.

It does appear they are now joined into cities which can support extra populations, instead of being disbaned (1.21f)


Nice work dexters,

and nice work Firaxis/Breakaway.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:32
  Old Post 15-11-2003 05:46
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by Thoth
Is the AI disbanding? or adding to cities? If it's disbanding then the behavior needs to be stopped. Adding workers to cities is nowhere near as damaging, and in some circumstances is benificial. ie: a low growth, low corruption city that has no happiness issues.


However, my impression from what dexters has said is that the AI isn't doing it based on a judgement like that. I also doubt that the AI is capable of making a decision like that.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:32.
Apolyton Time is 00:32.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0428 seconds (90.55% PHP - 9.45% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net