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alexman
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Hunt Valley, MD
Jan 1970 time: 00:23
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I just *love* this new debug mode in PtW! Last night I did a little experiment to try and figure out the AI behavior. I created a map with six identical islands, each island made exclusively from bonus grassland and with enough room for just one city.
Then I removed the ability to build any kind of ships and Wonders, turned on accelerated production, turned off civ-specific abilities, cut research costs by a factor of 10, and started all players from the Industrial Age in Democracy.
My goal was to play with the AI build-often preferences and see how they will react in identical environments.
I gave Egypt Happiness, Greece Science, Germany Production, Babylon Culture, and Russia Trade. It didn’t matter. Here’s what they all did:
Build units first (Warrior-Spearman-Spearman). Mine initially, until the city grows so that it needs entertainers (size 3). Then start irrigating to compensate for the food lost from the entertainer. Irrigate more and build a Granary so that the city grows faster. When the city finally grows again, assign another entertainer and start producing Wealth(!). Switch to rifleman when Nationalism is discovered.
Here is a picture of Thebes at this point. Note the lack of a temple, even though happiness is flagged as a preference, and there are obvious happiness problems.
Attachment: thebes.jpg
This has been downloaded 278 time(s).
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:23
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I tried playing with the AI city governor for citizens (food, shields, trade, and any combo), and it made no difference for the above test. Always irrigating like crazy to compensate for the lack of food from assigning entertainers.
I have not tried doubling the value of entertainers to see what happens in the same test. I forgot yesterday, but I will try it tonight. When I proposed this tweak for the AU mod, people thought it would make entertainers too powerful, and they may be right, but now I think that would be a good thing, since the AI uses them so much.
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Pyrodrew
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Remove the Growth Option from Rome, Egypt, Russia, America, China, India, & Iroquois. It's sure not helping them.
Last edited by Pyrodrew on 08-11-2002 at 01:52
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Pyrodrew
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...
Attachment: ai brain.jpg
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:23
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I think doubling the value of entertainers would add more strategic depth than it takes away. In the standard game, using entertainers is rarely worthwhile until a city gets about as big as you plan to let it get (at least for the time being). Certainly, it's rarely if ever a viable alternative to building happiness improvements or using the luxury slider when you truly want core cities to keep growing.
With doubled costs, entertainers would still hurt both growth and production compared with using city improvements or the luxury slider to boost happiness. The rules change would not even begin to create a situation where adding entertainers is always the right answer. But it would create more situations where using entertainers might be the right answer, and each such situation creates an additional strategic choice.
I do have one possible concern. AI cities already get ridiculously huge in the industrial era (at least if the terrain permits), and with double-value entertainers, they could get even bigger. Still, the prospects of AIs getting some kind of value out of most of the land in a city radius seem a lot better with double-value entertainers.
Oh, and there's one other interesting repercussion, for better or for worse. With entertainers more valuable, captured cities would be easier to control without starving them all the way down to (or at least near) size one. I'm not quite sure to what extent that's good and to what extent its bad, but I personally would probably enjoy the game more under such circumstances.
Nathan
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Pyrodrew
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quote: Given that every unit and every improvement costs at least one gold to maintain, and it cannot increase it's income except through growth of it's one city, is it suprising that it will not build excess units/improvements and will attempt growth (and "build" wealth)? |
More tests are always good, but the AI still had no good reason to build that granary. That only increased their improvement costs & increased their # of unhappy citizens at a faster pace than necessary. Better structures/units could have been built instead. And it doesn't look like they are building wealth, rather a rifleman (more costs).
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Nor Me
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I've already tried doubled value entertainers and it does not alter my style of play much. The A.I. would get as much out of them.
Looking at the example, if entatianers were doubled, Thebes would still need 2 of them. Only when it grows to size 7 would it make a difference.
A temple has the effect of allowing a city to work an extra square if it were 1 bigger whatever the value of entertainers. Only if up against a population limit of 6 or 12 can it be devalued
If Thebes were 1 square away from fresh water, A temple or rifleman would not help at the moment but would allow Thebes to work 5 squares if entertainers produced 2 entertainment.
Since entertainers are automatically content themselves, they would only really be 50% better.
Having said that they are much better at getting We Love The Haircut days than I first thought.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:23
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quote: Originally posted by Fitz
Flawed experiment.
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As I said, maybe it doesn't represent a typical game situation, but it does reveal some areas where the AI needs some help.
quote:
Given that every unit and every improvement costs at least one gold to maintain, and it cannot increase it's income except through growth of it's one city, is it suprising that it will not build excess units/improvements and will attempt growth (and "build" wealth)?
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As Pyrodrew said, the does AI build units, which also cost support. As for having only one city, you might have less income, but you also have less expenses (you have only one of each building to support). Actually, because of corruption, your income/expense ratio is greater when you have one city!
quote:
...therefore will always have to research at the worst rate. |
As I mentioned in the first post, I reduced the tech cost, so everyone was discovering new techs after 5-10 turns. I also tried reducing the optimal number of cities to 1, and got the same results.
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Dominae
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I would really love to see an improvement in the AI, especially concerning the "Irrigation problem".
However, I'm not sure I like the double effect of Entertainers. Am I the only one that thinks this creates an entirely new game for the human players, which revolves around never building Cathedrals, Sistine Chapel, heck even Temples, instead focusing on the Luxury slider and population? Regardless of how the AI plays, one of the main aspects of Civ3 is having to become the builder eventually to deal with problems in your cities (unhappiness, corruption, etc.). With the proposed change, all you need is Workers to keep everything in order. Furthermore, I'm still not convinced that the Cultural value of happiness improvements is terribly important, even less so with the proposed change; Temples would only be built for their culture value, which doesn't seem worth it to me (might as well build Libraries instead).
Again, I hope the Civ3 AI improves sometime in the future, but not at the expense of the "stock" Civ3 feeling. The proposed change is a huge leap in the other direction, IMO. If only we could actually tell the stupid AI to build Mines more often...what a simple solution that would be!
Dominae
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Dominae
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alexman, maybe you could try irrigating everything yourself in the test run. Your city would grow extremely quickly (especially with a Granary), and you could just use entertainers to keep happiness in check until you reach size 12. At that point you could "go back" and build all the improvements you like, slowly replace the irrigation with mines...basically transform your now huge city into a more productive one. This unnatural growth spurt is made entirely possible by making entertainers doubly powerful.
Dominae
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