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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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It appears that we have somewhat hurt the AI in our effort to balance the governments. So I just did some tests and discovered some interesting things about AI government choices.
- The AI always picks the same government in a given situation. There is no RNG involved in the government decision. On the other hand, the decision to have a revolution does have a random element.
- Corruption levels are a big factor in the AI's value of each government, even if the corruption levels do not result in a big difference in income and production. The AI thinks communal corruption and problematic corruption are equally good.
- The AI actually takes into account unit support costs in its government decisions. Note that at higher levels the AI gets more free unit support, so government decisions may be different than at lower difficulty levels.
- Other factors that influence the AI's decision are trade bonus, tile penalty (Despotism), and building maintenance. Building maintenance appears to have a different effect on communal corruption. It seems that civ with small building maintenance is more likely to choose Communism.
- The shunned and preferred governments actually make a difference in the AI's government choice!

- The AI does not appear to make government decisions based on empire size.
I believe we can use these facts to manipulate the AI into making better government decisions. But first some experimental results.
For a 9-city empire (4 cities, 5 towns) with a map OCN of 6, here is the order of preference for AI government choices (at peace). Shown in brackets are the unit support costs.
Stock Rules
- 0 units/city: Demo(0), Rep(0), Fasc(0), Comm(0), Mon(0), Feud(0), Desp(0)
- 1 unit/city: Demo(9), Rep(0), Fasc(0), Comm(0), Mon(0), Feud(0), Desp(0)
- 2 units/city: Demo(18), Rep(2), Fasc(0), Comm(0), Mon(0), Feud(0), Desp(0)
- 3 units/city: Demo(27), Rep(20), Fasc(0), Comm(0), Feud(0), Mon(1), Desp(0)
- 4 units/city: Demo(36), Rep(38), Fasc(0), Comm(0), Feud(9), Mon(10), Desp(0)
- 5 units/city: Demo(45), Rep(56), Fasc(0), Comm(0), Mon(19), Feud(36), Desp(9)
- 10 units/city: Demo(90), Fasc(42), Comm(36), Mon(64), Rep(146), Desp(54), Feud(171)
AU mod 1.04 Rules
- 0 units/city: Demo(0), Rep(0), Fasc(0), Feud(0), Comm(0), Mon(0), Desp(0)
- 1 units/city: Demo(0), Rep(0), Fasc(0), Feud(0), Comm(0), Mon(0), Desp(0)
- 2 units/city: Demo(2), Fasc(0), Rep(4), Feud(0), Comm(0), Mon(0), Desp(0)
- 3 units/city: Demo(11), Fasc(0), Feud(0), Rep(22), Comm(0), Mon(1), Desp(0)
- 4 units/city: Demo(20), Fasc(0), Feud(3), Rep(40), Comm(0), Mon(10), Desp(0)
- 5 units/city: Demo(29), Fasc(0), Feud(12), Rep(58), Comm(0), Mon(19), Desp(9)
- 10 units/city: Demo(74), Fasc(42), Feud(57), Comm(36), Mon(64), Rep(148), Desp(54)
You can see that the AI in AU mod 1.04 probably chooses Feudalism over Republic a bit too often, and Fascism over Communism even more often than stock. This is not very good for a mod that strives to improve the AI.
I would like to propose the following changes to the governments to correct the situation:
1) Restore Feudalism unit support cost to 3gpt, like it is in stock. This will help the AI choose this government over the Republic less often. It should not make much of a difference in terms of strategy for humans because the free unit support limit is hard to reach.
2) Increase the corruption level of Fascism to problematic. The change to minimal corruption in 1.04 made Fascism far too valuable in the eyes of the AI. Instead, I propose to remove the 'forced resettlement' from Fascism (which the AI does not take into consideration at all), and move the SPHQ from Communism to Fascism, as has been suggested before in this thread by others.
3) Set the Republic as the favorite government for all AI civilizations, and Fascism as the shunned government for all. This helps the AI choose Communism over Fascism (which otherwise would be the same in the eyes of the AI), and the Republic over Feudalism.
Here are the results of the above experiment for these proposed changes:
Proposed Changes:
- 0 units/city: Demo(0), Rep(0), Feud(0), Comm(0), Mon(0), Fasc(0), Desp(0)
- 1 units/city: Demo(0), Rep(0), Feud(0), Comm(0), Mon(0), Fasc(0), Desp(0)
- 2 units/city: Demo(2), Rep(4), Feud(0), Comm(0), Fasc(0), Mon(0), Desp(0)
- 3 units/city: Demo(11), Rep(22), Feud(0), Comm(0), Mon(1), Fasc(0), Desp(0)
- 4 units/city: Demo(20), Feud(9), Rep(40), Comm(0), Fasc(0), Mon(10), Desp(0)
- 5 units/city: Demo(29), Rep(58), Feud(36), Comm(0), Fasc(0), Mon(19), Desp(9)
- 10 units/city: Demo(74), Comm(36), Fasc(42), Mon(64), Rep(148), Feud(171), Desp(54)
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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Here's another idea to make Fascism more attractive:
Give the Fascism-SPHQ the ability to spawn an Army every few turns.
This will make Fascism worth considering for the human, and it will give the AI some much-needed Armies when at war.
Edit: it's even somewhat realistic, given the militaristic nature of most fascist governments.
Last edited by alexman on 16-04-2004 at 18:22
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ducki
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Intriguing, but I'd like a clearer idea of what you mean by "every few turns" - to me, few means 3-5, which is far too often, and I doubt you intended that.
If I have a Military Academy in a "good" city, I can knock out armies in about 6 or so turns, but this is usually in my capitol, after railroads, with a really good balance between food and shields.
Given that, I'd shoot for every 8-10 turns, although even that might be too often.
It needs testing, and it might be a bit too radical in conjunction with the "Military Academ does NOT require Victorious Army" proposal.
In fact, I'm inclined to support an Army-generating Fascism SPHQ instead of removing the Victorious Army from the Military academy if the AI is still highly likely to choose Fascism for wartime.
Would the Army-generation stop once the (now-at-peace) AI switches to a peacetime government?
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ducki
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quote: Whatever we do to give Fascism a boost should not interfere with the MilAc discussion. |
I disagree, but only if we give fascism the army-generating sphq.
One of the main thrusts behind the non-victorious army Academy is to get the AI to build armies. I've long since given up suggesting that the human deserves to build armies without an army, as there is not nearly enough "builder-support" for that argument.
So, if the goal of the freely-buildable MAcad is to get the AI to build Armies, and a Fascist SPHQ that generates Armies, as well as a continued tendency towards Fascism for war will solve the problem of no AI Armies, the rule of "change as little as possible, but just enough" would suggest that we don't necessarily need to do both.
I feel that a fascist SPHQ that generates armies(therefore eventually enabling the building of the MilAcad by extension) should be mutually exclusive (in terms of implementation in the mod) with a freely buildable MilAcad.
That's just my opinion.
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Madine
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If all AI's shunned Facism, would they choose it at all?
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Ision
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While on the subject of the totalitarian states; will the SPHQ simply be transferred to Fascism - or will you consider having it in Espionage?
I believe that both SPHQ and police stations should be moved to Espionage in order to give that tech a greater importance and value to the human, and perhaps create yet another alternative to the - beeline to 'ToE' or beeline to 'Tanks' options.
Ision
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ducki
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quote: Let's leave the Army-spawning ability ability of the SPHQ for after we have decided on the requirements for Military Tradition. |
I would really rather we try this sort of feature in a limited building - such as the SPHQ, which should stop squirting armies once you leave Fascism/Communism, wherever it ends up.
Going slow, if we follow that de facto mandate, would - IMO - favor making that sort of change in a way that is limited.
This is my second 2 bits on this topic, so I'll leave it at that.
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Nor Me
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Obviously, it would be a good idea to make Fascism a balanced government. Unfortunately, we are unlikely to succeed as there doesn't seem to be an obvious niche for a balanced Fascism-like government, at least for the player.
There are circumstances when Communism is a much better government. But looking at the criteria that the AI uses to select government, its choice is unlikely to be logical in just those circumstances.
I notice that we don't have any data for your suggestion that Communism is less likely to be chosen when the building maintenance is high. If this is significant, it might rule out an AI civ from choosing Communism whenever it's more useful. With an FP and SPHQ, even a city at the OCN only has 32% rank corruption with Fascism. In Communism, any city without improvements will have 24% distance corruption. If the AI still doesn't like having empires bigger than the OCN, then Communism would only be better if it had a significant number of courthouses. Courthouses aren't high on an AI's priorities, so they are likely to have high maintenance if they do. Your proposals could conceivably lead to the AI choosing whichever government of the two is worse.
If the AI doesn't choose Communism when it's better, then there's little reason why we'd want the AI's not to choose Fascism when war-weariness is a problem. Then an army-spawning SPHQ might make sense.
On another issue, I've recently discovered how good cash-rushing might be for an AI. On debug mode, at Deity, rushing things in AI cities appears to use 1/3 of the money that I'd expect (per shield. That's 1/5 of what the player would spend on the same item). I haven't tested other difficulty levels yet and can't show that that really is what an AI would spend. But it appears that for an AI at war, rushing would be a better use of the AI's commerce than anything else. This is something else that makes these two governments a bad choice for the AI. I would seriously consider giving paid labour to Fascism even if that would be unrealistic.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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I'm pretty sure that in the above proposal the AI will always choose Communism over Fascism, as the building maintenenace factor is small (I noticed building maintenance being a factor only when all other aspects of the governments were identical in the eyes of the AI).
However, I'm equally sure that we can't make the AI choose the proper war time government in a given situation. So perhaps we should accept the fact that the AI will always choose the same government for war, and try to give it some benefit.
Option 1: Communism is already the best overall war time government in C3C. We could just encourage the AI to use it, and forget about Fascism. The smallest AI empires might suffer, but we will get some monster AI empires in exchange. By the way, the AI doesn't seem to stop expanding/conquering at the OCN in C3C.
Option 2: The AI already chooses Fascism when at war, so we should leave it that way. Improve Fascism to help the AI (Army SPHQ, cash-rushing?), but don't make it powerful enough to become worthwhile for a typical human empire. It will be a minimum change from stock, the AI will still be at a disadvantage compared to humans, but at least the AI will be better off than in stock.
So, Option 1 or Option 2?
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Ision
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Alex,
In this thread you stated that the 'preferred and shunned' governemnts DO have an influence on the AI.
What would be the effect of:
1. All Agricultural, Industrious and Expansionist CIVs are given Fascism as shunned (Typicallly the larger AI empires that would benefit from Commie the most).
2. All non-Agri/Ind/Exp AIs are given Commie as shunned (typically the smaller empires that would benefit from Fascism the most)
3. Fascism made Prob corruption with SPHQ and no resettlement - as you already intend to do.
4. Nerfing Fuedalism to the point where there is no need to make 'republic' the prefferred Gov of every CIV.
5. Making the preferred gov of every Agr/Ind/Exp CIV - Commie - all others Fascism.
Could this work as an option 3? . Agri, Ind and Exp combined are about 18 of the 31 Civs - so it would be aproximately balanced in Gov choices. Think of this proposal as merely an extension of your 'flavors' for each AI.
what do you think?
Ision
Last edited by Ision on 21-04-2004 at 03:17
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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What if we reduce the free unit support for Communism? That would help the AI choose Communism over Fascism unless it has unit support problems, which usually happens when it has a small empire compared it its army.
It would also further weaken the government for humans.
For example, reducing the free unit support for Communism from 6 to 2, has the following effect (same 4-town, 5-city test as before):
Reduced unit support (2) for Communism:
- 0 units/city: Demo(0), Rep(0), Feud(0), Comm(0), Mon(0), Fasc(0), Desp(0)
- 1 units/city: Demo(0), Rep(0), Feud(0), Comm(0), Mon(0), Fasc(0), Desp(0)
- 2 units/city: Demo(2), Rep(4), Feud(0), Comm(0), Fasc(0), Mon(0), Desp(0)
- 3 units/city: Demo(11), Rep(22), Feud(0), Comm(9), Mon(1), Fasc(0), Desp(0)
- 4 units/city: Demo(20), Feud(9), Rep(40), Comm(18), Fasc(0), Mon(10), Desp(0)
- 5 units/city: Demo(29), Rep(58), Feud(36), Fasc(0), Comm(27), Mon(19), Desp(9)
- 10 units/city: Demo(74), Fasc(42), Comm(72), Mon(64), Rep(148), Feud(171), Desp(54)
You can see that in this case the AI will choose Communism over Fascism whenever it has fewer than 5 units per city (after the difficulty bonus).
The above test did not include metropolises, which will further tilt the scale towards Fascism.
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ducki
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Alexman, could you clarify the above?
As I read it, decreasing the free unit support of Communism makes it more likely that the AI will choose Communism?
It sounds counterintuitive, which is why I ask.
Thanks in advance.
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Madine
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What about adding low war weariness to communism?
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Ision
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quote: Ision, your idea is a good one, although I have not noticed that expansionist civs are generally any larger than other AI civs, and Industrious civs are not the monsters they used to be in PTW. |
Alex,
My centrral point is to find a method where about half the CIVs choose Commie and the other half Facsism. The Agri/Ind/Exp option I gave is in itself unimportant - it was only a means to that end - a vast generalization (that naturally has many exceptions) done purely for the point of having a 'standard' by which to divide up the CIVs. The standard itself could be Relgious/Militeristic and Seafaring CIVs will be 'flavored' so-to-speak towards x,y,z - the 'flavoring in this case is merely giving half the CIVs a preferred of either Commie or Fascism and a shunned of the other. You could do it alphabetically if you wish - whatever you choose. The point is to avoid changing the fundamental nature of the Govs to the point where you need graphs and a handbook to understand their nature.
Instead of us struggling with a never-ending series of tweaks and changes to the Government unit supports and corruption levels, we could approach this entire issue in a different manner.
No doubt given enough tweaking we will eventually find a way to balance this thing out - BUT - do you really want to do this where we end up at a point where Commie has less unit support than Despotism! and Fascism has paid labor! - and Demo has.... and Republic has.... there has to be a point were enough is enough. The games governments will begin to become unrecognizeable to the point where only someone willing to read 800 post from this forum would be able to even begin to understand the rationale for the changes.
I say we adopt a simpler is better approach - AND a willingness to just STOP and leave it alone at some point. My idea may or may not be a quick simple solution. That said, suppose that it is NOT and suppose that there simply is no quick elegant solution to this - in that case I would say - STOP STOP!!! just nerf he hell out of either fascsim or commie, learn to live with a single totalotarian Gov for AIs (as was the case for years prior to C3C) and move on.
Ision
Last edited by Ision on 22-04-2004 at 13:27
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