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Blind and Semi-Blind Research

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  • #16
    Well there is an algorithm for deciding which tech is available for directed research. I think the blind option still follows this algorithm in determining which tech are available.

    If you the tech option is not available with directed research under the given set of techs already researched, I doubt it is possible to research it either with blind tech option on.

    Blind tech makes probes so appealing ... that is if you managed to get Planetary networks.
    Promoter of Public Morale
    Alpha Centauri Democracy Game

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    • #17
      Diplomatic relations are not random. The algorithm is a direct result of a series of arithmetic operations which include your relative power, similar or opposing SE choices, and prior diplomatic history.
      Just as SE influences diplomatic relations, so does the research emphasis in semi-blind research. Both still have a random factor in them, so in my mind this is a pretty strong argument for semi-blind research.
      I'm pretty sure SE choices aren't random. So. Is diplomatic attitude random or not?
      Last edited by anarchie; May 24, 2004, 08:46.

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      • #18
        It just cant be random - try different attitude to AI in the same situation:
        1.start a game
        2.save game when you see AI approaching or just prior to completion of EG
        3. try 3 different paths with AI:
        a - agressive (give em nothing! trade nothing, refuse all!)
        b - medium (give em nothing! trade if offered & trade your tech for money)
        c - nice (give all he wants, then give ALL tech as gift)

        See difference?
        Dont see?
        You're blind then!
        -- What history has taught us is that people do not learn from history.
        -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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        • #19
          FC – semi blind (or semi directed, if you prefer) is when you chose Explore/Discover/Build/Conquer of a combination of these to be your research priorities. This is done by ‘Shift-R’ or by going to your HQ and going to the Research pull down menu.

          Blind research is when you select all or none of the E/D/B/C. If you do, all the research options are equally weighted, resulting in a Tech Lotto.

          I think semi blind/directed research is more ‘real’ since you can put your research efforts into, say, biotech vs. weaponry to get a better chance of a biotech breakthrough. You don’t know what you’ll get, but it will likely be bio if you invest squat in weaponry.

          Anarchie – SE choices aren’t random, but there is an element in diplomacy that is. You get ‘brownie points’ if your SE is aligned with the other factions preference, and debits if you have their aversion. Likewise, gifts and past actions can benefit or hurt you. But, superimposed on this is a random factor, or their ‘mood’. This makes the AI’s diplomacy predictable only in a general sense. For instance, Yang (police state, aversion democracy) is going to hate Lal (democracy, aversion police state), and vice verse. There is almost no chance that they can avoid war in the long term, although there may be a truce for a while.

          My understanding is that the factors in the AI diplomacy are:

          * SE aversion (big negative)
          * SE preference (big positive)
          * SE preference in area not taken (e.g. – choosing planned instead of green for Gaians) (slight negative)
          * Past history (positive or negative)
          * Common enemy (positive)
          * Pacted, but not at war with AI’s enemy (negative)
          * Refuse to declare war on AI’s enemy when Pacted (big negative) or friendship (neutral or slight negative)
          * Probe action against AI (negative)
          * Attacked AI (big negative)
          * Tech trading at the AI’s request (positive)
          * Tech Gifts (slight to big positive, with what I think is a random factor, or perhaps a ‘weight’ if that is a tech their research priority)
          * Other gifts (energy, bases, etc) (positive)
          * #1 vs #2 in power chart (#2 will dislike #1 – intense rivalry)
          * #3 or lower vs #1 or #2 (slight positive – wants to have powerful ally)
          * Mood when you call (random factor)

          Maybe this should be another thread?

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          • #20
            I enjoy playing semi-blind quite a bit. The reason that directed gets boring is that everyone always chooses the same tech beelines (IA, MMI, Fusion, etc.). Perhaps if there were more viable choices for tech beelines, then directed research would be more about strategy, playing one beeline against the other (imagine: two rival factions, one who arrives at fusion power, just as the other arrives at D:AP and MMI. Now both players try different strategies in order to try to make their tech beelines work better than the other's.). But as it is, no such dilemmas exist, and the same tech beelines get used over and over and over again, to the point that it is no longer about strategy, but about simply going through the motions. In this case, playing semi-blind really spices things up, and actually increases the amount of strategy used.
            Civ IV is digital crack. If you are a college student in the middle of the semester, don't touch it with a 10-foot pole. I'm serious.

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            • #21
              What have you observed to show that the AI players actually do have a random "mood"? And why didn't you point out that they start to dislike you if you commlink them too often?

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              • #22
                anarchie,

                Why didn't I include the AI’s negative reaction (annoyance) in calling too often? Simple - I forgot. Thanks for reminding me!

                As to AI mood, that is a subjective observation to account for a change in disposition (magnanimous, solicitous, etc) where there is no other obvious reason for the change. This has been noted by others, and is also cited by the honorable Vel in his vaunted SMAX guide (v4.0).

                Hydro

                P.S. - Zeiter - I completely agree. Your example shows why I think directed research and b-lines are, well, boring and predictable.

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                • #23
                  I've noticed that repeated comms with SE agreement don't cause decaying relations, and might in fact even help.

                  The leader him or herself might get annoyed and stop taking your calls, but actual diplomatic status doesn't seem to suffer.

                  Repeated comms are deadly with a non-politically-correct SE setting, though.

                  Another huge diplomacy-killer are energy credits paid by enemies to drive friends to declare war on you. This hardship can be seen as an opportunity, though, as you can turn a disloyal "Ally" into a fairly trustworthy submissive.

                  Lastly, it's probably already been pointed out, but diplomatic relations and in particular submissive capitulations are much, much more likely if your rep. is "Noble" and your atrocity record clean -- staple your citizens even once (without charter repeal or sunspots) and it makes others leery of surrendering to you.

                  There are a lot of ways in which your rep. will diminish if you agree to join forces against someone, but the language of the text will always clue you in: "I have pledged truce with ..." or "I cannot honorably do so ..." etc.

                  Make sure when you agree to ally against someone that you're "legally" allowed to do so: your rep. is critical over the long term, as having 4 Pacted submissives under a Global Trade Pact means around 30 x 4 = 120 ec's to your top bases. (Plus another 15 ec from that "ally" who reduced your pact to a treaty when you attained first place, the bum.)

                  When you're giving away bases, incidentally, you'll want to distribute them evenly amongst your allies. This concentrates trade income into your top bases first.

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                  • #24
                    Okay, I don't feel like reading this whole post, but really, if I check "build techs" when your research manager or whatever his name is asks you to direct his lab assistants, the chance of getting a build tech, assuming one is available, is not guarenteed. I checked build playing the morgans and I got centauri ecology, when industrial economics and social psych were wide open. And why is it when you don't have blind research on, you can't always choose the tech you want. For example, play as gaians and choose to research biogenics, and once you get it, assuming you don't get anymore techs in between, you can't choose social pysch.

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                    • #25
                      Originally posted by Commy
                      And why is it when you don't have blind research on, you can't always choose the tech you want. For example, play as gaians and choose to research biogenics, and once you get it, assuming you don't get anymore techs in between, you can't choose social pysch.
                      Check out the thread "About beelining to Industrial Automation." In short, the techs are divided into three categories, one of which is always unavailable.

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                      • #26
                        blind research! (or semi blind, or "wearing glasses" or however you wanna term it...I like it!)

                        -=Vel=-
                        The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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                        • #27
                          O_O
                          Vel's back!

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