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Pyrodrew
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quote: Why does the AI build a Coal Plant when a Hydro Plant can be built instead? And then why does it build a Hydro Plant as soon as it’s done with the Coal Plant?! |
The only differences between the Coal Plant & Hydro Plant are pollution & shield cost. Therefore, with production equal, I would wager the AI priorities 1st on shield cost...
Coal Plant 160shields
Hydro Plant 240shields
And then evaluates the 2 plants on pollution (and probably production). If the potential plant has lower pollution then it gets built...
Coal Plant 2pollution
Hydro Plant 0 pollution
I would have thought pollution would be considered 1st, but then if someone made a 'Super Plant' costing 2400shields & -2 pollution the AI would build that 1st instead... but why worry about that if it throws off the original game? From Beta Testing they probably found Coal Plants available when Hydro Plants were not & therefore never saw this problem.
The AI probably does not build Nuclear Plants due their explosion risk... the AI has enough things to worry about. 
quote: Why does the AI build regular units in newly founded cities of a large empire when veteran defenders can easily be brought from elsewhere? |
From what I've seen, getting the settler out asap takes top priority. The settler may settle on the other side of the world or end up being killed before reaching its destination, so the empire does not care about the settler's location or safety (except to provide an escort). Once the new city is founded the city may be on the other side of the world where it would take too long for the empire to send defenders. Other defense units probably have their own preset missions (guard London, escort next Settler, etc.) that they are not willing to change & other cities have their own goals (build bank, build next Settler, etc.) that could care less about that new city which might be built in ice & tundra.
quote: Why doesn't the AI switch production in its cities unless it's for a Wonder that has already been built? It should check and possibly reassign production when it learns a new technology, if not every turn. Extra bonus: could the AI be made to use pre-builds like us humans? |
That would certainly make the AI more competitive, including for building wonders. 
Last edited by Pyrodrew on 13-11-2002 at 15:25
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Nor Me
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Culture appears to be one of the most important factors here.
If you had computers, the research lab would come immeadiately after the cathedral.
I gave factories 3 culture and it built one 1st-3rd.
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Random Passerby
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An interesting human handicap I play with more often than not: no factories EVER. Makes the game a lot more even, but the sad part is, on Monarch I can still match (sometimes beat!) comparably sized empires for total production (although they smack me silly on wonder/spaceship races if I don't use prebuilds and/or get to the key techs first). Even if I'm not cramming cities together very closely, for that matter.
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Nor Me
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Giving facrories the abilities of barracks also seems to work and would have less of an impact. Even if you already have barracks in a city, the governor still suggests building a factory next.
If the guerrilla is considered to be as good an offensive unit as the infantry, why does the AI build Mech. Infantry over tanks. I've tested identical units with difierent tech requirements and it builds them 50-50.
Maybe it doesn't like using the rubber?
Last edited by Nor Me on 14-11-2002 at 18:20
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:23
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After a few more tests with PTW, I have not yet found a case where the AI does not build a unit that comes later in the list of units that it can build for that purpose.
Examples for an offensive unit:
(With both units in the build queue)
- Always builds Chariots instead of Swordsmen
- Always builds Horsemen instead of Swordsmen
- and of course... always builds Guerillas instead of Infantry
I even added a new unit, exact copy of the Warrior but without an upgrade, to the end of the list and called it DummyWarrior. The AI always build this crappy unit even though it can build Med. Infantry...
[Edit: I'm not so sure about this any more. It seems this happens only when you have offensive units as a build-often and defensive units as a build-never.]
Last edited by alexman on 18-11-2002 at 10:58
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Soren Johnson Firaxis
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Hunt Valley, MD
May 2001 time: 00:23
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now _this_ is a great thread. thanks for all the work, everybody... even though a lot of these fixes are only really going to affect the AI's performance for mods. I can't promise that everything here will be fixed, but I will do my best.
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ducki
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quote: Originally posted by player1
By the way is there any chance to make unit/building type priorities, more open for editing?
For example, you can say "when AI get Infantry, it NEVER builds Guerrila", or always build Marketplace before Library.
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NEVER and ALWAYS are extremely radical decisions for specific units.
For example, if you tell the AI ALWAYS build MP before Lib - what if the AI has only 1 lux, or no lux, or is in a game for Cultural Victory? Seems like ALWAYS can often hamstring the AI when applied to specific units/improvements.
Of course, there may not be any other way with the current program structure, but I'd prefer to see the AI doing a cost-benefit analysis, so that IF and ONLY IF UnitA is more beneficial per shield used than UnitB, then build UnitA, otherwise, Default to UnitB.
From some of the reading here, though, Units and Buildings seem to be purely hierarchically arranged, such that A is always build before B if possible - instead of if preferable.
Then again, computers are woefully inept at "preferable" and other fuzzy logic decisions. We humans will lock an unoptimally placed town at 6 population in order to save tiles for the metropolis next door, while I don't think the AI has any idea what to do about this. I think the AI ALWAYS tries to have metropolises.
Anyway, point is, "always" and "never" are very tough to balance when dealing with "AI" when put into specific terms. Which is probably why units and building have flags like Offense, Defense, Culture, Wealth, etc.
What the AI needs is a better sense of "better", IMO.
quote: I hate to think that by changing stats of one unit could ruin AI performance since MODers don't know inner build queue of AI (how and when would AI build particular unit).
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I agree here, but changing a unit stats is probably less dangerous than telling the AI to "never" or "always" build it.
And I definitely agree with more transparency about "unit value" to the AI. More docs from Firaxis, like you suggested.
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