Awesome Aips 1.0
by Wes Whitaker (WesW), and Thomas Hempstock (Nordicus).
Special thanks go to Don Blevins (Scorpion59), and Timothy Pintello for their playtesting, and to TP and Markos for their advice and participation. Don also wrote the install readme, and packaged the mod, which was no simple task. (You have heard the cliché that the Devil is in the details, and I now know what they mean. It’s really been nice to have a pro, like Don, to check things out thoroughly, and keep us amateurs from screwing things up.) Thanks also go out to JimMac, Monkey and all the others whose feedback and observations helped us in our efforts to produce this mod.
First of all, let me go through the formality of saying that I take no responsibility for any damage that may be caused directly or indirectly by our work. Also, feel free to use these files to make your own improvements to the game, just remember to do us the courtesy of mentioning where you got them from. Thank you. Now, on to the good stuff….
This mod improves the AI's decision-making process regarding many areas, and consists mainly of files in the aidata folder of the default directory.
This mod is designed to be used with the Apolyton Pack, specifically CD's mod, and will cause the game to crash if used with a default game, or another mod.
Below is an explanation of the changes I made to the various files.
Changes were made to increase the length of time that no-trespassing agreements last.
Also, the amount of time given to the AI to make its turn has been increased. This has been shown to significantly enhance AI performance on slower machines.
Finally, several changes were made to help control the production of, and damage caused by, pollution.
A list of the altered text lines is below, in case you want to change things back to the way they were.
LEAVE_OUR_LANDS_ROUNDS 10 (was 3)
AI_GOAL_TIME_SLICE 125 # time in milliseconds for an AI frame
AI_MAX_TIME_SLICE 1250 # (in milliseconds)if the ai exceeds this time its turn is ended
AI_TOTAL_TIME_SLICE 15000 # (in milliseconds) if the total time in time in the ai player exceeds this its turn is ended. (these were all increased by a factor of 5)
POLLUTION_FORCES_ANARCHY 2000 (was 1000)
RAIL_LAUNCH_POLLUTION 5 (was 50)
FLOOD_CHANGES_COAST_TO_WATER_CHANCE 0.1 (was .5)
Changes were made to lessen the effects of flooding. Most notably, Swamps now turn into Jungles instead of Ocean.
I would also recommend going into the units text, and reducing the pollution caused by rail launches from 50 to 1, for the units that have this feature.
The diplomacy and personality files were modified by Nordicus, and are explained in his Diplomacy readme.
Nordicus added lines so that creators could design mods for more than 8 players.
Changes made to eliminate dependence upon the city_growth_ratio equation for civs of more than 2 cities, and to start building roads after 5 cities. Also, changes made to get the AI to set its PW percentage to 20 under normal circumstances.
Changes made to try to get the AI to build more farms when needed.
Changes made to get the AI to set its PW percentage to even increments.
Set_resource_desire and Set_science_speed:
Changes made to eliminate dependence upon the city_growth_ratio equation for civs of more than 2 cities.
Changes made to get the AI to stop crowding cities in amongst its own after all open space has been occupied. This still leaves the problem of the AI crowding in amongst other civs, which we may look at in a later version.
Changes made to try to get the AI to mollify its habit of emphasizing one of the wgf bars at the expense of the others. Also, changes made to get the AI to believe that it will need more food when deciding whether or not to adjust the wgf settings. This is especially important for Cleric types.
This is the big one. All of my previous fli changes are cross-referenced in this file, along with numerous others. Changes were made to:
1)Get the AI to build more roads.
2)Equalize the weighting of the wgf settings.
3)Equalize the weighting of various factors in decisions on worker placement, workers vs. specialists, and in deciding on which improvements to build.
4)Space cities at an a more optimal distance for all AI types.
5)Get the AI to build more growth improvements, and fewer production improvements. This was to try to promote growth, and lower pollution.
6)Get the AI to have a better balance between farms and mines.
Note: Here is a section of the profile text, which explains one of the settings available in the userprofile text, found in the ctp_program/ctp directory (the same file where you changed the debug setting to “yes”).
# If MaxPlayers > 0, revolts will add new civilizations up to MaxPlayers,
# otherwise they will only add civilizations when there are fewer than you
# started with.
Those of you who want new civs, rather than Barbarians, when revolts occur can find this file and change it accordingly.
Changes made to reduce the priority of some of the modern special attacks, in order to increase the use of conventional attacks. Testing has shown that the AI still uses an appropriate amount of special attacks, at least imo.
Default and Defend_normal:
The normal number of city defenders increased to 2. This helps produce fewer cities with no defenders, and the martial law effect helps with unhappiness.
The priority of troops has been raised.
Gather and Takecity:
The normal number of city defenders reduced to 1, in order to help the AI build as big of an invasion force as possible.
Troop build lists altered to match those found in the personality aips.
The priorities of cleaners were increased, and those of polluters decreased, in order to increase the AI's efforts to reduce pollution during eco-pacts.
From the section "New Units Build List Stuff" on down, almost everything has been changed.
In the "Build Data" section, the priorities of naval troops have been raised. This is to get the AI to build competitive navies.
Also, the priorities for most modern special attack units have been lowered, or order to try to get the AI to launch more conventional attacks.
In the Build Lists section, the numbers of land and special attack units have been reduced, and the numbers of sea units have been raised.
The number of land units was lowered to reduce unneeded units, whose support costs were weighing down the AI. Extensive testing has been done to find settings that allow the AI to be able to wage war effectively, while keeping support costs manageable.
Special attack and naval units changes were made to support the aforementioned goals for those types.
The designers wanted the AI to greatly prefer cold wars over hot ones in modern times. My goal was to strike an even balance between these two options.
The AI should build about 1.3 defensive units, .7 ranged, and .4 assault units per city, before it begins city improvements or anything else. After that point, it should interweave improvements (including wonders) and more units, including naval, air, and special attack. Of course, this can get over-written depending on the situation.
Note: Those of you familiar with the old aip settings will notice that these figures for units per city are lower, sometimes much lower, than the original settings. From my tests, the original settings were burdening the AI with such high unit support costs that their civs were grinding down under it from about the Renaissance age onward. With the current settings, unit support cost consume about 25 to 30 percent of production for most healthy civs. This is plenty high enough, imo.
In the "New Building Build List Stuff" section, I made changes to the priorities of the various lists relative to one another, and to the improvements within the lists.
Build Lists Priorities
The AI will now pursue Wonders eagerly, though not recklessly. Within the Wonders list, several changes were made to improve the choices the AI would pursue. Notably, all types will now pursue the Hagia Sophia, though Clerics will continue to pursue it the hardest.
Within the improvements list, there were many changes. The AI doesn't go strictly by the values listed here, though.
Improvement_____________Old____New__Rank(when list is active)
AIRPORT_________________7850.0 ;9910.0 9
SILO____________________9000.0 ;9990.0 1
AQUEDUCT________________9000.0 ;9980.0 2
TEMPLE__________________8999.0 ;9960.0 4
THEATER ________________8999.0 ;9950.0 5
CIRCUS__________________8999.0 ;9940.0 6
HOSPITAL________________7990.0 ;9930.0 7
CATHEDRAL_______________8999.0 ;8960.0 14
MOVIE_PALACE____________8999.0 ;8949.0 not used by AI
DRUG_STORE______________8999.0 ;9920.0 8
WATER_TRANS_____________8999.0 ;8939.0 19
BODY_EXCHANGE___________8999.0 ;8829.0 21
ARCOLOGIES______________8999.0 ;8919.0 20
MILL____________________7990.0 ;8960.0 14
DRUG_STORE______________8999.0 ;8950.0 16
BAZAAR__________________7980.0 ;9900.0 10
BANK____________________7980.0 ;8990.0 11
CITY_CLOCK______________7950.0 ;7990.0 22
TELEVISION______________7980.0 ;6930.0 28
AIRPORT_________________7850.0 ;8850.0 16
HOUSE_OF_FREEZE_________8920.0 ;6920.0 29
ACADEMY_________________7950.0 ;8980.0 12
LIBRARY_________________7950.0 ;8970.0 13
UNIVERSITY______________7950.0 ;7950.0 23
COMPUTER_CENTER_________7950.0 ;7850.0 26
KNOWLEDGE_CHIP__________7950.0 ;6950.0 27
CITY_WALLS______________7900.0 ;9970.0 3
SDI_____________________7900.0 ;7950.0 23
BIO_WAR_FILTERS_________7900.0 ;7950.0 23
FORCEFIELD______________7900.0 ;8950.0 16
Note: The following installation instructions have been covered by the initial install (Clickteam) readme, and may be ignored if you have already installed the mod.
The files in the aidata folder MUST be put in the original section, as they are not read if placed in the scenario section. Thus, you need to back-up the aidata folder before over-writing it with the files in this mod.
The text files which accompany this mod may be placed in the scenario section. Make sure you have a back-up of the Pack version of the const.txt, as it will be over-written by the file in this mod.
This mod represents over two months' work by myself, and almost that much from Nordicus and the others.
You can post any comments and/or questions at Apolyton, or to us through our email links there.
We hope you enjoy.
[This message has been edited by WesW (edited December 13, 1999).]