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alexman
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Hunt Valley, MD
Jan 1970 time: 00:23
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Or for that matter, why even bother to improve all those tiles when they are not going to be worked for centuries?
Attachment: why2.jpg
This has been downloaded 1057 time(s).
Last edited by alexman on 12-11-2002 at 04:25
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DaveMcW
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The luxury slider is simple: buying luxury resources is more cost-effective than using the slider. Of course your harbor example shows the difficulties in acquiring luxury resources sometimes...
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:23
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quote: Originally posted by alexman
Extra bonus: could the AI be made to use pre-builds like us humans?
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The catch with prebuilds, especially for wonders, is that if the AI does it, humans HAVE to do it to be competitive. That would make the game a whole lot less fun for players who aren't as dedicated to learning all the tricks as those of us at Apolyton are, or who don't like using prebuild trickery too much just as a matter of principle. Plus, I'd hate to even try to compete with a properly programmed AI in calculating perfect timing for a prebuild; the AI has the mathematical capabilities of a computer built in.
Edit: On further thought, that type of calculation is feasible only for the player that's driving the prerequisite research for a wonder without expecting to acquire some of it from someone else, and even then, there are some variables involved. So there are some aspects humans might have a significant advantage on too.
"Allow AI prebuilds" might make a worthwhile option for people to turn on if they want it, but at least for wonders, I don't think it would make good default behavior.
Nathan
Last edited by nbarclay on 12-11-2002 at 04:58
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:23
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I have a proposal:
First off, Soren, you need a vacation. Unbelievably great job on further AI tweaks (you guys are hilarious, btw: "Aw, we didn;t really touch hardly nothin' at all..." Yeah, sure.), but I'm willing to bet the Infogreed / Firaxis battles were a major pain.
Second, alexman has 1) as good an understanding of a multitude of game mechanics as anyone around here, 2) as much of a focus on AI performance and what actually going on as any fan I've seen, and 3) concrete ideas / observations / testing on remaining flaws.
Friggin' hire the guy as a consultant!! Hell, give him a per diem, sit him in front of a computer in lovely Maryland for 4-5 days, Mike B. buys the beer, Dan throws in a sombrero, and it's a done deal!
The marketing potential is HUGE...
(Of course, he already told you in this thread much of what needs to be worked on, but I'm sure there's more where that came from!)
In the alternative, a second proposal, especially 'cause I KNOW you tweaked stuff that you not telling us about...
Give us "Soren's Killer AI Civ PTW Mod" and we'll kiss the ground you walk on!
[THE CROWD GOES WILD!!!]
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Minmaster
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So Cal
Nov 2001 time: 21:23
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lol theseus
great observation alexman
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:23
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For anyone interested, here is the build queue for the map I was using above, if you give the AI all techs up to the modern age:
Library
University
Colosseum
Temple
Cathedral
Marketplace
Bank
Stock Exchange
Factory
Coal Plant
Hydro Plant
Aqueduct built as needed when city reaches size 6
Harbor built as needed for extra food.
Hospital built as needed when city reaches size 12
Granary built when city has less than 2 food surplus.
Courthouses' position in the list depends on corruption.
The above list is for no half-price buildings and no build-often preferences. If you check production as build-often, you get this list:
Library
University
Colosseum
Temple
Cathedral
Factory
Coal Plant
Hydro Plant
Marketplace
Bank
Stock Exchange
Which is very encouraging, but still I think factories are higher on the list for most good human players.
If you mark trade as build-often you get something else which is encouraging in the screenshot below (because it connects the extra luxury), but it might not be optimal in some cases:
Attachment: harbor.jpg
This has been downloaded 916 time(s).
Last edited by alexman on 12-11-2002 at 20:42
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Dominae
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Library-University seems like an odd decision to me. I would put Temple-Cathedral as the "default" improvements, since smallish cities benefit more from those than science improvements. Personally I never build Libraries in my cities unless it's a core, high-commerce city (unless I'm using the Library for culture, which I don't often do).
alexman, are those build queues for any given civ, or just for one? As your other examples hint at, it seems natural for a "Trade" civ to build Marketplaces before Libraries. To repeat my question, are you sure the queue you listed is default for all types of civs?
Dominae
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Dominae
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So, basically you've demonstrated the preference structure among all improvements for the AI. But my question still remains: how do the "build often" flags affect this structure? Does it work as expected?
Dominae
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:23
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Dominae, build preferences work to a certain extent. For production, I listed the effects above. If you flag happiness, the AI builds colosseums before libraries. If you flag wealth, it builds marketplaces before catherdrals. If you flag growth, it builds granaries somewhere in the top half of the list.
The bottom line is that the build preferences work as expected, but the game situations where the AI actually has a choice that would be affected by those preferences are relatively rare.
The best build queue depends on many parameters, so it's not possible to say that one building is always better than another. We should give Firaxis' testers some credit and accept that the AI default priorities work well as they are, most of the time. Still, I think all civs should have production, and perhaps trade for harbors and marketplaces, flagged. No civ should have growth flagged.
alva848, there were three luxuries present, two of which were connected very fast, and one was on that island. That makes one extra happy face for each marketplace. Not really worth it. Marketplaces are important, but when the science slider is at 50% or higher, and there are no happiness problems, libraries are a better deal (cheaper). Also, the AI doesn't overlap its cities too much, so it needs those border expansions from cultural buildings.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:23
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Theseus, I can see where you're going with this! 
I will investigate, although it's a bit of a pain because debug mode does not directly give you that information.
Another thing I just discovered:
The AI does not consider the maintenance of a building in its decision of whether to build it or not!
I increased the maintenenace of libraries to 100 gold, and it still built them before anything else.
This might be a blessing in disguise for modders that want to strengthen the AI, because they can bring the human optimal strategy closer to the AI strategy by tweaking building maintenance costs. For example, I think that a very good change to make would be to increase the maintenance of cathedrals to 3 gold. (Temple=1 happy face, 1 maintenance, Colosseum=2hf, 2m, Cathedral=3hf, 3m). This would weaken Cathedrals (and, btw the strong religious trait), in favor of Colosseums, so the human and AI strategies would no longer be that different.
[Edit: Arrian, good point, but the AI still had the modern age techs to research]
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:23
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Edit: Deleted some information about build preferences that I am not so sure about any more. Still testing...
Last edited by alexman on 21-11-2002 at 21:56
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Dominae
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I think alexman's distinction is extremely important. Civ3 is only challenging in the early game (and sometimes into the midgame, admittedly) because of the bonuses the SI gets. Once you realise this, the endgame becomes quite boring IMO. Ideally I'm looking for an AI/SI that doesn't need the bonuses it gets at the beginning of the game but is challenging due to algorithms that play the game smartly. These algorithms don't need to be cutting-edge AI, but should at least incorporate some of what alexman and other players know to be strategically sound.
Dominae
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Pyrodrew
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Very informative. 
quote:
Library
University
Colosseum
Temple
Cathedral
Factory
Coal Plant
Hydro Plant
Marketplace
Bank
Stock Exchange
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Eek!
quote: As for Colosseums, the AI picks them before temples because they generate two happy people to the temple's one.
I think that a very good change to make would be to increase the maintenance of cathedrals to 3 gold. (Temple=1 happy face, 1 maintenance, Colosseum=2hf, 2m, Cathedral=3hf, 3m). This would weaken Cathedrals (and, btw the strong religious trait), in favor of Colosseums, so the human and AI strategies would no longer be that different.
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Increasing Cathedral maintenance to 3 will still make the AI build the Colosseum too soon. IMO, making the Temple a requirement before you can build the Colosseum would help the AI more. Then logically & similar to human strategy, the AI would build a Cathedral, once available, before the Colosseum as well. 
quote: all civs should have production, and perhaps trade for harbors and marketplaces, flagged. No civ should have growth flagged. |
1.I strongly agree all civs should have production flagged (if not then factories should be weakened). Factories + Cavalry = dead AI.
2.I agree most AI Civs should have Trade flagged. Not only because of the marketplace, but because the AI is horrible at setting up its road network with other Civs, harbors are crucial for them. In my current unmodded game several Civs have luxuries, but because they refused to build harbors they could not trade with other Civs giving me a huge advantage. Harbors offer trade, veteran ships, & more food at a cheap cost too good to pass up.
3.I agree most AI Civs should not have Growth flagged.
The only exception to points 2 & 3 might be for a little AI variety so AI Civs do not all have the exact same things flagged/unflagged.
quote: I would probably build a factory FIRST |
This is why it is important to keep the rule that no more than 4 aspects are flagged for the AI Civs... the more that are checked potentially drops the priority of Factories.
Last edited by Pyrodrew on 13-11-2002 at 15:47
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