-
Notifications
You must be signed in to change notification settings - Fork 1.5k
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
base: master
Are you sure you want to change the base?
AI citizen focus change #11908
Conversation
There was a problem hiding this 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
What was the reason for useing the science focus again? 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. |
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.
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. |
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. |
Huh, I didn't know they were pooled. |
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. |
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)