No, the trade cost is not always less than 1. It's about 1 at 99% flavor, and about 1.4 at 100% flavor. See my tests above.
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AU mod: How to help the AI with research choices
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Good job Alexman! Looking over all of the results I'm surprised by how well it works out with only a very small change in the flavor relationship. I guess my previous estimations about how flavors worked were in fact wrong. *sigh*
I like the values that you've assigned to the techs throughout all of the trees and how they actually play out upon testing. It's a real great bonus that desired techs are more expensive for the civ to purchase as well! Thanks for running all of these tests since I have first hand knowledge how long these tests take and know how much work was put into it.
I don't know where to really take the tests from here, though. You seemed to have hit it right on the head and nothing appears to need tweaking. I'll download that flavor mod of yours and see if anything jumps out at me, but I'd really like to see this proposal go to a vote like a lot of the other AU proposals.
-donZappo
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Thanks donZappo!
The next AU game will have three versions: Stock, AU mod, and AU mod + flavors. We will vote on the changes in this thread after we have had some in-game experience, just to make sure I have not missed something.
In the meantime, it looks like flavors have no effect on build preferences, so there's not much else we can do with flavors, unless I'm wrong.
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Originally posted by alexman
In the meantime, it looks like flavors have no effect on build preferences, so there's not much else we can do with flavors, unless I'm wrong.
-donZappo
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I set up a scenario where the AI could build only two improvements, and it built each of them 50% of the time with no flavors.
Then I gave a 100% flavor to one of the buildings, and nothing changed. I reduced the flavor to 50%, and then even 0%, and the AI still built both improvements equally often.
I hope someone else can find a case where flavors do affect builds, but I couldn't.
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i've noticed a small problem with flavours in AU501 (i havn't posted my DAR yet). because the AI have different research priorities, it's now even easier to get a tech lead if you trade well.
it's probably no advantage on pangea maps, but if you're exploring a lot more that the AI (normal on archipelagio maps), chance is, that you're going to dominate techs for at least the ancient age.
i'm interested to see, what the really good players (i consider myself average) think of this possible exploitation. do these rulechanges help the human more than the AI?
i like most, seeing AI writing coming early. before, you could nearly always win a 50-turn writing gambit, now only if you maxxing out your research.
but anyway, alexman, the work you did with the flavours is great and AIs don't compete for the same tech each tech well done!- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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Originally posted by sabrewolf
i've noticed a small problem with flavours in AU501 (i havn't posted my DAR yet). because the AI have different research priorities, it's now even easier to get a tech lead if you trade well.
I consider myself average, have little taste for MM except in the very early game, and recently promoted myself to Demigod.
I like the changes a great deal because it adds... well... flavor. I hope the panel votes for them.
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YES."As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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