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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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At last, we can now make Religious AI civs beeline for Monarchy, Scientific AI civs grab Literature ASAP, Seafaring civs build curraghs (maybe) and other trait-specific science and build decisions come true!
The new C3C feature of 'flavors' in the editor can associate each civilization, building, and technology with a flavor (up to 7 flavors). So if we create a flavor for Religious civs, and another flavor for Scientific civs, and another flavor for Seafaring civs, et cetera, we can get different behavior for each trait!!!
Can you say smarter AI for the AU mod?
We humans have developed some civilization-specific strategies. Besides what I mentioned above, would you care to brainstorm with me about ways to put these 7 flavors to good use in the epic game? None of them are currently used.
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donZappo
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Can you use these flavors to specify civilizations to focus on building specific classes of wonders (agricultural, industrious attributes...) or just specific buildings? I'm surprised that these 'flavors' weren't allowed before C3C or even included in the core epic game as it truly helps civs to be distinctive!
-donZappo
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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I won't have Conquests until after the Holidays, but I have to say that this idea, alexman, is incredibly exciting to me.
I just want to make sure that I understand correctly... each Civ can have one flavor, so a decison would have to be made for each Civ as to which of its traits gets flavored. Correct?
Can flavors have negative modifiers? Can we make certain buildings less desirable as well as more to certain nations?
Also, I haven't followed the AU discussions much lately (in part becaue my PtW CD broke) so I know little about the new panels and upcoming games, but I see a nice set of flavor courses as being lots of fun.
Brilliant thinking, Alexman.
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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quote: Originally posted by alexman
Flavors can be only negative modifiers
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Did you mean positive?
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Nor Me
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quote: Originally posted by alexman
At last, we can now make Religious AI civs beeline for Monarchy, Scientific AI civs grab Literature ASAP |
You could do that before, using unbuildable UUs.
If this is really a negative effect then balancing it to get a positive one is going to be tricky.
I doubt flavours work in the way they say so testing obviously going to be a good idea and it might not even be practical.
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Nor Me
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No. Pre-ordering it is not enough.
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donZappo
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Alright, I've figured out how multiple flavors work. If any percentage is needed to be taken into account, it adds them all up and averages them to determine what's going to happen. Here's some examples of how it would work:
The Wheel is set to have Flavor 1.
Flavor 4 is set at 80% to Flavor 1.
Flavor 3 is set at 10% to Flavor 1.
If Greece has both Flavor 4 and Flavor 3, when taking into account what initial tech to research, the odds of researching The Wheel will be diminished by 45% [(80+10)/2] after, I believe, all other considerations are taken into account first.
The Wheel is set to have Flavor 1 and Flavor 2 associated with it.
Flavor 3 is set at 80% to Flavor 1 and 20% to Flavor 2.
Flavor 4 is set at 10% to Flavor 1 and 50% to Flavor 2.
In this case, since Greece has Flavor 3 and 4 there is a lot more to take into account. They would have a 40% diminished chance of researching the wheel. [80+20+50+10)/4]
Basically, you just have to find out any and all flavors that would be triggered by any such event and throw that number into the pool to be averaged with all the other numbers. There are a lot of different combinations of how things could work, but hopefully those two examples illustrate it pretty well. By the way, I have a lot data on this since I tried a number of incorrect hypotheses before this simple answer dawned on me. If anybody really wants to see it I can compile and post it. It seems relatively easy to incorporate this into the game since it's just based on averages, but changing the likelihood of research by just a couple of percentage points has a very profound effect upon the results. I can't count how many times I saw the AIs in my debug game research the same tech every time without giving me a more useful statistical variation. Heh.
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donZappo
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I'd be more than happy to share the results with you when you get back, Alexman! I'm going to be out of town myself until Sunday night so I wouldn't be able to provide the stats any sooner anyways. Also, I'm assuming that if a civ doesn't have any flavors associated with it that it doesn't matter at all how many flavors a tech has. That would be something easy to check out, though, since flavors have a very noticeable impact upon the game.
And Yahweh Sabaoth... the flavors are not incorporated at all into the epic game. You can rename the flavors anything you want, though! If you want the germans to have a hankering for Pralines and Cream, no problem!
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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OK, I was thinking again about the best way to use flavors in the epic game to improve the AI.
Scientific flavor: All scientific civilizations. Beelining for Literature in Ancient age, and for Education in Medieval Age. Scientific flavor techs:
- Alphabet
- Writing
- Literature
- Monotheism
- Theology
- Education
- Computers
Religious Flavor: All Religious civilizations. Beeline for Monarchy in Ancient Age, since with Ceremonial Burial they need one fewer tech to reach it, and they can quickly switch out of it once they eventually obtain the Republic. Give the Oracle a Religious flavor so other civs don't go after it so eagerly. Beeline for Theology in Medieval Age. Religious flavor techs:
- Mysticism
- Polytheism
- Monarchy
- Monotheism
- Theology
Religious flavor building:
- The Oracle
Seafaring Flavor: All Seafaring civs. Aim for techs that allow new ships and coastal installations. Seafaring flavor techs:
- Writing
- Pottery
- Map Making
- Monotheism
- Theology
- Education
- Astronomy
- Navigation
- Magnetism
- Steam Power
- Ironclads
- Mass Production
- Computers
- Miniaturization
Militaristic Flavor: All militaristic civs. Emphasize Chivalry and beeline for Military Tradition. Flight for cheap airports. Map Making is already a high AI priority, and so are the techs that allow ancient units. Militaristic flavor techs:
- Feudalism
- Chivalry
- Engineering
- Invention
- Gunpowder
- Chemistry
- Metallurgy
- Mil. Tradition
- Flight
- Ecology
- Synthetic Fibers
Generic Flavor: Since we can't make techs and buildings more valuable, the thing to do would be to create a 'generic' flavor, which would be assigned to every civ that doesn't have any of the other flavors. This flavor would also be assigned to all techs that don't already have an assigned flavor. The relationship of the generic flavor to all other flavors, including itself should be 50%. If all techs have 50% less value, they will all actually have the same chance of being researched as before, so that makes it possible to give non-generic flavor techs an extra value (anything above 50%) to non-generic flavor civs.
I originally thought that flavors could be assigned to units, but I see now (after being away for a week) that they can't, so I don't think it's possible to encourage the AI to build more curraghs, for example.
Anyway, that's my first take at using flavors in the epic game. Any other ideas or suggestions? By the way, there are ways of making the AI improve its research selection (see the AU mod for details), but here we care only about civ- or trait-specific research and building choices.
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donZappo
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Just got back in myself and had a quick comment before looking more into this tomorrow. We're going to have to be careful when assigning the flavors to specific civs. I don't think we want to make it so that each civ researches a given tech 100% of the time as this could be exploited pretty easily by a human player. If you know that your opponent is going straight to Literature while skipping bronze working, then you're going to have a pretty easy time overwhelming them with even a basic archer rush. It seems like we should be able to make it so that they're more likely to research a tech when given the choice; not going straight to that tech, and not always doing it every time. It's pretty easy to implement them to do this if you spend some time fine-tuning the flavor percentages.
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