To quote from alexman's original thread:
"Ever wonder why AI England is always laughable, while AI Egypt often dominates? Why Zululand rarely gets past the Middle Ages? Well, it’s more than just traits and UU. Ever wonder why the AI sometimes doesn’t have a marketplace in the industrial era, or why it doesn’t have factories well into the modern era? The answer is the build strategy that the AI follows in its cities. "
Well, we're still trying to figure build preferences out, but we totally MISSED another important set of options, the AI Civilization Governor, which can effect food, shield, and trade productivity.
(BTW, note the name "Civilization Governor" and not City Governor. Could that mean something?)
This is important for several reasons.
First, we've all noticed what a crap job the AI civs do of irrigating, mining, and clearing their land.
Second, even so, they generally waaaay over-irrigate, and end up with towns / cities with significant excess food production at 6 and 12 pop, or let population get out ahead of happiness and end up with too many entertainers.
Third, as related to the above, they clearly aren't optimizing shield production, and thus their build capabilities.
Here's what we've got so far, starting with the info from Editor Help:
________________________________
Settings (Civilization Governor)
Selects which aspects of the selected civilization that the AI will proactively manage. Default is to manage citizens and production. The available options and their effects are listed below:
Manage citizens: The AI will monitor the moods of citizens in a city and attempt to keep its people content
Manage production: The AI will manage all production in its cities
Emphasize food: The AI will attempt to maximize food production in all of its cities
Emphasize shields: The AI will attempt to maximize shield production in all of its cities
Emphasize trade: The AI will attempt to maximize trade output in all of its cities
No Wonders: The AI will never build Wonders in any of its cities
No Small Wonders: The AI will never build Small Wonders in any of its cities
Be aware that altering these settings can dramatically affect the way that computer-controlled players behave in the game. Unchecking "manage production", for example, will cause computer-controlled civilizations never to produce anything in any of its cities.
______________________________
Note: In stock Civ3, all AI civs are set to manage citizens and production, and nothing else is checked.
______________________________
Next, Killerdaffy ran a quick test:
In my test scenario (very simple set up, one city for each civ, three settlers, all industrious, all grassland) I got the following results:
Egypt (Emphasize food) 11, 7, 20 (irrigation, mine, road)
China (Emph. shields) 9, 9, 19
America (Emph. trade) 10, 9, 22
France (baseline) 12, 6, 21
That's not too compelling so far. The little differences might simply be due to the movement sequence...
Somebody needs to check this out more thoroughly, I really don't feel like doing this 10 times over right now.
______________________________
Next, I posted a question about this on CFC, and here are some thoughts from Bamspeedy:
"I don't know how the AI reacts if you select 'emphasize food', or shields for them, but I would imagine it works the same as the governor works for you. But I do know if you don't have 'manage production' for the AI marked, they will never build ANYTHING . And you could check off 'No Wonders' for every civ, and the AI will never build wonders, so you can build every single one of them whenever you feel like it.
I dont' think selecting 'emphasize food' or production or commerce would directly affect what they build, but probably indirectly, because this may affect how fast they can build stuff or how fast they grow and that may cause other unknown situations (flags) that tells the AI what to build. Kind of hard to explain what I mean, but for example, if a city is growing faster, they will reach size 6 sooner, so the AI may have to build an aqueduct sooner than it normally would, maybe even before a temple."
And also, in response to this question: "Any thoughts on whether the city governor has any impact on how tiles are 'worked'?"
"Yes, I'm sure it does. Maybe that is why when the workers are on regular automation they keep changing irrigation to mines and mines to irrigation.
And could be why AI cities are always way over-irrigated. (too much food, too little shields). Choosing 'emphasize production' might help this out, I'm not sure. Someone would have to test this out."
______________________________
OK, so, the question is how do we test for the best settings to help the AI civs? Should we just set them all to emphasize production?
Also, how does this vary by civ? Should commercial civs emphasize trade? What about industrious civs? Are there any civs that should specifically be left alone?
Thoughts?
"Ever wonder why AI England is always laughable, while AI Egypt often dominates? Why Zululand rarely gets past the Middle Ages? Well, it’s more than just traits and UU. Ever wonder why the AI sometimes doesn’t have a marketplace in the industrial era, or why it doesn’t have factories well into the modern era? The answer is the build strategy that the AI follows in its cities. "
Well, we're still trying to figure build preferences out, but we totally MISSED another important set of options, the AI Civilization Governor, which can effect food, shield, and trade productivity.
(BTW, note the name "Civilization Governor" and not City Governor. Could that mean something?)
This is important for several reasons.
First, we've all noticed what a crap job the AI civs do of irrigating, mining, and clearing their land.
Second, even so, they generally waaaay over-irrigate, and end up with towns / cities with significant excess food production at 6 and 12 pop, or let population get out ahead of happiness and end up with too many entertainers.
Third, as related to the above, they clearly aren't optimizing shield production, and thus their build capabilities.
Here's what we've got so far, starting with the info from Editor Help:
________________________________
Settings (Civilization Governor)
Selects which aspects of the selected civilization that the AI will proactively manage. Default is to manage citizens and production. The available options and their effects are listed below:
Manage citizens: The AI will monitor the moods of citizens in a city and attempt to keep its people content
Manage production: The AI will manage all production in its cities
Emphasize food: The AI will attempt to maximize food production in all of its cities
Emphasize shields: The AI will attempt to maximize shield production in all of its cities
Emphasize trade: The AI will attempt to maximize trade output in all of its cities
No Wonders: The AI will never build Wonders in any of its cities
No Small Wonders: The AI will never build Small Wonders in any of its cities
Be aware that altering these settings can dramatically affect the way that computer-controlled players behave in the game. Unchecking "manage production", for example, will cause computer-controlled civilizations never to produce anything in any of its cities.
______________________________
Note: In stock Civ3, all AI civs are set to manage citizens and production, and nothing else is checked.
______________________________
Next, Killerdaffy ran a quick test:
In my test scenario (very simple set up, one city for each civ, three settlers, all industrious, all grassland) I got the following results:
Egypt (Emphasize food) 11, 7, 20 (irrigation, mine, road)
China (Emph. shields) 9, 9, 19
America (Emph. trade) 10, 9, 22
France (baseline) 12, 6, 21
That's not too compelling so far. The little differences might simply be due to the movement sequence...
Somebody needs to check this out more thoroughly, I really don't feel like doing this 10 times over right now.
______________________________
Next, I posted a question about this on CFC, and here are some thoughts from Bamspeedy:
"I don't know how the AI reacts if you select 'emphasize food', or shields for them, but I would imagine it works the same as the governor works for you. But I do know if you don't have 'manage production' for the AI marked, they will never build ANYTHING . And you could check off 'No Wonders' for every civ, and the AI will never build wonders, so you can build every single one of them whenever you feel like it.
I dont' think selecting 'emphasize food' or production or commerce would directly affect what they build, but probably indirectly, because this may affect how fast they can build stuff or how fast they grow and that may cause other unknown situations (flags) that tells the AI what to build. Kind of hard to explain what I mean, but for example, if a city is growing faster, they will reach size 6 sooner, so the AI may have to build an aqueduct sooner than it normally would, maybe even before a temple."
And also, in response to this question: "Any thoughts on whether the city governor has any impact on how tiles are 'worked'?"
"Yes, I'm sure it does. Maybe that is why when the workers are on regular automation they keep changing irrigation to mines and mines to irrigation.
And could be why AI cities are always way over-irrigated. (too much food, too little shields). Choosing 'emphasize production' might help this out, I'm not sure. Someone would have to test this out."
______________________________
OK, so, the question is how do we test for the best settings to help the AI civs? Should we just set them all to emphasize production?
Also, how does this vary by civ? Should commercial civs emphasize trade? What about industrious civs? Are there any civs that should specifically be left alone?
Thoughts?
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