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DaXX
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why don't you also propose a resource/luxury trade algorithm as well, at least one that works compared to what is there now
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Charlie
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Paris, France
Feb 2002 time: 06:17
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My 2 euro cents on the matter. There would be a lot of factors I think of :
- number of national citizens of the Civ
- ratio of the Civ's natives vs. foreign citizens
- history of Civ "owners" of city
- great wonders
- proximity to Capital/FP
- buildings in city
- proximity to other cities (effective city radius)
- strategic location
- access to resources (through road/harbor/airport)
- improvements around the city (road/irrigation/mining)
- resources in city radius (known at the time of trade)
- maximum possible size/production/commerce
More comments on the numbered items :
- 1, 2 and 3 are most important. Any Civ is willing to get back its own people, isn't it ?

- 4 : makes sense if the wonder isn't obsolete
- 5 : of course !
- 6 : a city with banks, etc. is more valuable than a city without
- 7: I don't know much about this one. I certainly wouldn't like to get a city when there are others only 2 squares away.
- 8: this is a tough one (to code, at least). Think of Gibraltar...
- 9, 10 : do you want a big city without any road around that's going to revolt and starve because of overpopulation ?
- 11 : yes, I put "at the time of trade"
- 12 : who wants a city in the middle of tundra (except for resources) ?
Every criteria I listed above should have a cost value, depending on its importance. This is AFAIK what the Computer Player (CP -- I don't like AI, because of the "I" ) does for other trades, then it "converts" that value to a gold equivalent.
Other ideas ?
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player1
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Belgrade, YU
Sep 2001 time: 06:17
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quote: Originally posted by Charlie
My 2 euro cents on the matter. There would be a lot of factors I think of :
- number of national citizens of the Civ
- ratio of the Civ's natives vs. foreign citizens
- history of Civ "owners" of city
- great wonders
- proximity to Capital/FP
- buildings in city
- proximity to other cities (effective city radius)
- strategic location
- access to resources (through road/harbor/airport)
- improvements around the city (road/irrigation/mining)
- resources in city radius (known at the time of trade)
- maximum possible size/production/commerce
More comments on the numbered items :
- 1, 2 and 3 are most important. Any Civ is willing to get back its own people, isn't it ?

- 4 : makes sense if the wonder isn't obsolete
- 5 : of course !
- 6 : a city with banks, etc. is more valuable than a city without
- 7: I don't know much about this one. I certainly wouldn't like to get a city when there are others only 2 squares away.
- 8: this is a tough one (to code, at least). Think of Gibraltar...
- 9, 10 : do you want a big city without any road around that's going to revolt and starve because of overpopulation ?
- 11 : yes, I put "at the time of trade"
- 12 : who wants a city in the middle of tundra (except for resources) ?
Every criteria I listed above should have a cost value, depending on its importance. This is AFAIK what the Computer Player (CP -- I don't like AI, because of the "I" ) does for other trades, then it "converts" that value to a gold equivalent.
Other ideas ? |
Distance from Palace & Forbiden city should be driving force when doing city trade (it should be even more important then 1,2,3)
Why?
Because it varies form civ to civ.
I had so many games in which AI would be far more better is they tried to "optimize" their cities (swap them to get less corruption).
One more important thing:
It should always be on city for city base (no more then 25% difference in value), plus extra money for differnce.
Why?
So human won't exploit AI by bying or selling cities just for his money.
P.S.
I hope that Soren could get some nioce ideas form this.
There is no point of some option if it is not used by AI.
Right?
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