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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:22
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To quote from alexman's original thread:
"Ever wonder why AI England is always laughable, while AI Egypt often dominates? Why Zululand rarely gets past the Middle Ages? Well, it’s more than just traits and UU. Ever wonder why the AI sometimes doesn’t have a marketplace in the industrial era, or why it doesn’t have factories well into the modern era? The answer is the build strategy that the AI follows in its cities. "
Well, we're still trying to figure build preferences out, but we totally MISSED another important set of options, the AI Civilization Governor, which can effect food, shield, and trade productivity.
(BTW, note the name "Civilization Governor" and not City Governor. Could that mean something?)
This is important for several reasons.
First, we've all noticed what a crap job the AI civs do of irrigating, mining, and clearing their land.
Second, even so, they generally waaaay over-irrigate, and end up with towns / cities with significant excess food production at 6 and 12 pop, or let population get out ahead of happiness and end up with too many entertainers.
Third, as related to the above, they clearly aren't optimizing shield production, and thus their build capabilities.
Here's what we've got so far, starting with the info from Editor Help:
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Settings (Civilization Governor)
Selects which aspects of the selected civilization that the AI will proactively manage. Default is to manage citizens and production. The available options and their effects are listed below:
Manage citizens: The AI will monitor the moods of citizens in a city and attempt to keep its people content
Manage production: The AI will manage all production in its cities
Emphasize food: The AI will attempt to maximize food production in all of its cities
Emphasize shields: The AI will attempt to maximize shield production in all of its cities
Emphasize trade: The AI will attempt to maximize trade output in all of its cities
No Wonders: The AI will never build Wonders in any of its cities
No Small Wonders: The AI will never build Small Wonders in any of its cities
Be aware that altering these settings can dramatically affect the way that computer-controlled players behave in the game. Unchecking "manage production", for example, will cause computer-controlled civilizations never to produce anything in any of its cities.
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Note: In stock Civ3, all AI civs are set to manage citizens and production, and nothing else is checked.
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Next, Killerdaffy ran a quick test:
In my test scenario (very simple set up, one city for each civ, three settlers, all industrious, all grassland) I got the following results:
Egypt (Emphasize food) 11, 7, 20 (irrigation, mine, road)
China (Emph. shields) 9, 9, 19
America (Emph. trade) 10, 9, 22
France (baseline) 12, 6, 21
That's not too compelling so far. The little differences might simply be due to the movement sequence...
Somebody needs to check this out more thoroughly, I really don't feel like doing this 10 times over right now.
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Next, I posted a question about this on CFC, and here are some thoughts from Bamspeedy:
"I don't know how the AI reacts if you select 'emphasize food', or shields for them, but I would imagine it works the same as the governor works for you. But I do know if you don't have 'manage production' for the AI marked, they will never build ANYTHING . And you could check off 'No Wonders' for every civ, and the AI will never build wonders, so you can build every single one of them whenever you feel like it.
I dont' think selecting 'emphasize food' or production or commerce would directly affect what they build, but probably indirectly, because this may affect how fast they can build stuff or how fast they grow and that may cause other unknown situations (flags) that tells the AI what to build. Kind of hard to explain what I mean, but for example, if a city is growing faster, they will reach size 6 sooner, so the AI may have to build an aqueduct sooner than it normally would, maybe even before a temple."
And also, in response to this question: "Any thoughts on whether the city governor has any impact on how tiles are 'worked'?"
"Yes, I'm sure it does. Maybe that is why when the workers are on regular automation they keep changing irrigation to mines and mines to irrigation.
And could be why AI cities are always way over-irrigated. (too much food, too little shields). Choosing 'emphasize production' might help this out, I'm not sure. Someone would have to test this out."
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OK, so, the question is how do we test for the best settings to help the AI civs? Should we just set them all to emphasize production?
Also, how does this vary by civ? Should commercial civs emphasize trade? What about industrious civs? Are there any civs that should specifically be left alone?
Thoughts?
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:22
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And, on a separate note (which I'm posting here because the AU Mod thread has been TAKEN OVER by unit and building discussions!), here are some of Bamspeedy's comments on AI build preferences:
"Build preferences I've noticed a few things. If you have culture marked as build often, they seem to priotize the highest culture buildings available first. I say this because in the mod I'm playing, both the Aztecs and Iroquios (both religious) are building libraries and colleseums (3 cp) before any other buildings that are cheaper to build, but provide less culture. If you set 'build often' for workers, the AI does a little better, because the AI is so incompetent at worker tasks that just having more workers available helps make up for some of this. Setting 'production improvements' as build often seems to have no effect. So they still take forever to build those factories . If you don't select anything at all as 'build often', I have heard the AI produces massive armies, yet little infrastructure. And 'massive armies' I mean HUGE, as in a warmonger's dream."
Interesting... what does this mean for the settings we currently have in the AU Mod? Any changes re cultural buildings? And should we try a couple of AI civs with only one or two preferences checked?
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Dominae
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I've just run a simple test to check out if "Emphasize Production" affects Worker tile improvement. I believe the answer is yes.
I put France and Egypt on a Grassland map covered with Rivers. France was unchanged but Egypt had "Emphasize Production" on. By the time all the tiles around the city were worked, Egypt always had more Mines that Irrigation. In fact, in 5 trials the AI Workers always produced the same pattern around the city.
I'm not sure if this should affect the results, but the civs were "neutered" with respects to building: the only thing they could build was Wealth.
Dominae
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Dominae
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Killerdaffy, I read the post where you described your test. I was trying to do a simpler version of the same thing. I eliminated all bonus grassland tiles from around the starting positions; all they could improve was plain Grassland. With this setup, the maximize production civ always built 2 more Mines than the control civ. I don't know if this has to do with the total number of Shields the Governor wants to be producing, or is simply a "build" Worker script (both are obviously related). So, it would seem setting all the civs to maximize production would be a good thing, since they don't appear to do anything stupid like stop growing at size 4 or build no roads.
Theseus, in my games Greece and America are usually pretty weak militarily early on. Also, I think we should focus on the Zulus for the upgrade problem, since they always stay in the Dark ages when it comes to troops.
Dominae
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:22
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Dominae, you make a good point... early versus midgame military strength. Early: I wouldn't worry about Greece to much, due to Hoplites. America definitely needs help. Mid: Zulu have an gold / upgrade problem. I'll think about the rest.
Nathan, I've got a gut response here... I think that no matter how much we try to increase AI shield production, the core algorithims will *mostly* still provide for enough food (more than enough), especially in the early game. I also question the entire premise of early expansion (REXing) that is at the heart of the AI strategy, not to mention that of most human players; more to come on that as I develop the theory...
(I'm dying for Soren et al to jump in here, but I want to reiterate my TOTAL admiration for Firaxis' accomplishments; yeah, we are trying to create tougher AI opponents, but given the complexity, all the factors that have to be balanced... WOW!)
(And to any Coraclites that might want to attack... yeah, no doubt, the programming is not as good as a human, but I'm still wildly impressed)
Last parenthetical:
(The above was not meant to overly compliment anyone from Firaxis... I really mean it... but if in a blush of authorly satisfaction you deign to reach down and CLARIFY some things... uh, er, we'd appreciate it)
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Random Passerby
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I've been doing some fiddling along these lines too... my main interest was trying to get the AI to use artillery properly, but regrettably, the final result seemed to be that somewhere in the AI procedures there's a big flag that says DO NOT EVER CONSIDER ACTUALLY BOMBARDING LAND UNITS, EVER, EVEN IF THE FATE OF THE ENTIRE UNIVERSE SHOULD DEPEND ON SUCCESSFUL APPLICATION OF ARTILLERY FOR LAND WARFARE. But I digress.
Anyways, any thoughts on Wealth? On the one hand, the AI often runs into financial difficulties on its own and thus can really use all the money it can get. On the other hand, maybe it wouldn't have money difficulty if it actually built useful stuff to begin with.
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:22
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KD, I was looking a this again:
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In my test scenario (very simple set up, one city for each civ, three settlers, all industrious, all grassland) I got the following results:
Egypt (Emphasize food) 11, 7, 20 (irrigation, mine, road)
China (Emph. shields) 9, 9, 19
America (Emph. trade) 10, 9, 22
France (baseline) 12, 6, 21
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I find this confusing...
First, is this number of tiles worked by type? If so, how could America outperform China so much?
Second, Egypt gets less food and more production than the baseline?
If you want to post the scenario, I'll play with it a bit.
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