Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

AI citizen focus change #11908

Open
wants to merge 51 commits into
base: master
Choose a base branch
from
Open

Conversation

EmperorPinguin
Copy link
Contributor

Puppet cities are set to science focus, as humans don't like puppets spawning merchants, but them working Rationalism trade posts may still be desirable.

Reduces value of gold to 1/2 of production, as is applicable during most of the game

Increases value of culture (the "science most important stat" credo applies due to the underlying population and great scientist point generation, not on a per-yield basis for tiles)

Reduces value of great person points (the AI was slightly overprioritizing specialists in some cases)

@EmperorPinguin EmperorPinguin marked this pull request as draft July 3, 2024 08:11
@EmperorPinguin EmperorPinguin marked this pull request as ready for review July 3, 2024 09:41
@EmperorPinguin EmperorPinguin changed the title AI behaviour change AI citizen focus change Jul 3, 2024
Copy link
Owner

@yairm210 yairm210 left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Would like @tuvus to weigh in as well, but this looks good to me

@tuvus
Copy link
Collaborator

tuvus commented Jul 5, 2024

What was the reason for useing the science focus again?
If its because of great persons spawning in them we could probably change the spawning AI to prioritize non-puppeted cities. We probably have leeway to make that decision here even if it's not in Civ V.

The reason for having the gold focus is to support building up the gold bank to buy a courthouse immediately. Food would also make sense since the city likely lost population from being conquered.

@EmperorPinguin
Copy link
Contributor Author

EmperorPinguin commented Jul 5, 2024

What was the reason for useing the science focus again? If its because of great persons spawning in them we could probably change the spawning AI to prioritize non-puppeted cities. We probably have leeway to make that decision here even if it's not in Civ V.

It's not about the spawning, it's about the great person point generation. With gold focus, they'll work merchant slots and the human player is forced to annex them to avoid a great merchant from spawning. If they work scientist slots, this isn't an issue.

The reason for having the gold focus is to support building up the gold bank to buy a courthouse immediately. Food would also make sense since the city likely lost population from being conquered.

I think avoid growth makes more sense, as not everyone wants their unimportant cities to grow and consume happiness. Setting "avoid growth" by default for puppet cities would be too drastic however, as puppet cities growing pop can be good. We could set the focus to "default" if we want to annex the puppet anyways, but imo Science focus is better, as you don't want to annex all puppets and get them to work trade posts instead of mines.

@tuvus
Copy link
Collaborator

tuvus commented Jul 5, 2024

What is so bad about the great person points?

@EmperorPinguin
Copy link
Contributor Author

EmperorPinguin commented Jul 5, 2024

What is so bad about the great person points?

If you do a lot of war in the late classical/early medieval era, you won't be working scientist slots yet, so the puppet cities working merchant slots will cause great merchants to spawn. This is often undesirable as it sacrifices a great person of a different type, and you may not be able/willing to work engineer slots at that stage.

@tuvus
Copy link
Collaborator

tuvus commented Jul 5, 2024

Huh, I didn't know they were pooled.
But why slash the gold production for that when we can target the great merchants individually?

@EmperorPinguin
Copy link
Contributor Author

EmperorPinguin commented Jul 5, 2024

Huh, I didn't know they were pooled. But why slash the gold production for that when we can target the great merchants individually?

We could target the great merchants individually. When it comes to regular tile assignement, I'm not sure if generally humans prefer the city to produce gold, or food and production to let the city develop for annexation at a later time. If it's later in the game and they want them to produce gold instead of growing, then farms can be replaced with trade posts (which gain +1 science with Free Thought). Note that luxury plantations (3 gold) are by default already valued higher than a non-freshwater farm (1 food). Maybe a poll should be held to decide how much puppet cities should value gold? I prefer to annex puppets at some point, so they can produce units for me if needed.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

3 participants