I have been re-reading the flis, and have found some things that are very interesting.
At the top of the set_resource_desire fli are these examples:
// set_resource_desire.fli
// places pop on tiles
//
// The basic strategy is thus:
// 1) Food is fulfilled by setting the miniumum % of food.
// This is 1.5 as a default.
// Once this goal is met, Food is the lowest priority -- 1/10 the value of anything else.
// 2) Gold is the second highest priority. Gold has a 1.5 multiplier as a default.
// So, a Banker is better than a 10 P, 5 F, no gold tile. (A Plain or a Grassland tile.)
// 3) Production and Science alternate in importance depending on the speed of science.
// and on whether or not the AI is at war.
// When Science is important, 10 Science is better than 10 P, 5 G. A Hill w/o Mine.
// Normally, 10 Science is only better than 5 P, 5 G.
// 4) This applies to all city sizes.
As you can see, the AI will turn laborers into specialists in many instances if the terrain has the original values. My mod adds either 5 gold or 5 production to the original values. This would seem to tip the balance in favor of laborers in the situations described above. The few times that I have compared laborers and specialists in my games, I have found that it was always best to use laborers. This would seem to be another reason to use the terrain mod as far as getting a better AI opponent.
At the top of the set_resource_desire fli are these examples:
// set_resource_desire.fli
// places pop on tiles
//
// The basic strategy is thus:
// 1) Food is fulfilled by setting the miniumum % of food.
// This is 1.5 as a default.
// Once this goal is met, Food is the lowest priority -- 1/10 the value of anything else.
// 2) Gold is the second highest priority. Gold has a 1.5 multiplier as a default.
// So, a Banker is better than a 10 P, 5 F, no gold tile. (A Plain or a Grassland tile.)
// 3) Production and Science alternate in importance depending on the speed of science.
// and on whether or not the AI is at war.
// When Science is important, 10 Science is better than 10 P, 5 G. A Hill w/o Mine.
// Normally, 10 Science is only better than 5 P, 5 G.
// 4) This applies to all city sizes.
As you can see, the AI will turn laborers into specialists in many instances if the terrain has the original values. My mod adds either 5 gold or 5 production to the original values. This would seem to tip the balance in favor of laborers in the situations described above. The few times that I have compared laborers and specialists in my games, I have found that it was always best to use laborers. This would seem to be another reason to use the terrain mod as far as getting a better AI opponent.
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