Open Infixo opened 1 year ago
Ideas.
Just recently I was experimenting with this because for some reason city states just kind of stop building units later on and I wanted to make a mod that reworks the bonuses city states get. At first I thought they had just trouble with maintenance for their units (and they do), but even after I just gave them maintenance discount and a gold boost they spam projects instead of building a decent military (They will usually only have 1-3 armies/corps later into the game and that's it). So I put PSEUDOYIELD_UNIT_COMBAT into MinorCivPseudoYields with a value of 100, but they are still just projecting. I gave up after that for now. I also noticed that they will often just produce nothing, but that may be due to them not having enough gold income to keep up maintenance for units they would build.
Banning projects definitely sounds good; I have no idea why they are doing them in the first place (They get gold from harbor and CH projects I guess but they definitely don't need science or culture because they get free techs/civics anyway). Your other ideas also make a lot of sense.
Test 1 results. Changes are: Granary +100%, projects not favored, districts -50%, traders -25%, unit combat +100%. Valuations
So, yeah. PseudoYield for Combat Units doesn't do shit. And I might have an idea why. If this turns out true, that will be the biggest blunder in Civ6 :( And lasting since first release...
@Phyrax1 Re: combat units - my results are the same. But I have one more idea to check here. Projects - see above. Not doing anything. I think the valuation must be at some minimum to trigger a production. But doing nothing is not bad - this prod is actually accumulated and when there is something to build - it bursts and builds it in like 1 turn. So, it is not a bad thing.
Test 2 results. Changes are same as Test 1, ex. projects are banned via -100% value and PseuoYield CombatUnit is added to Units. Valuations
However, this time they build much more Ranged units (35%).
Combat units. Vanilla - 53 units, 50% melee, 30% ranged, 20% cav. Test1 - 47 units, 65% melee, 20% ranged, 15% cav. Test2 - 78 units (!), 50% melee, 35% ranged, 15% cav.
Test 3 results. Combat units only. PseudoYield +100%. Added to units. Combat units. Test 3 - 48 units, 70% melee, 20% ranged, 10% cav. Valuations: Archer - 60-70, Warrior ~50, Field Cannon ~50, Chariot 60. Hmm, still inconclusive.
Test 4. Focus on valuations of Warriors, Archers and Chariots, only 75 turns. Should be enough, Warriors are built till ~T50, archers and chariots till ~T70. Variants: of a) pure vanilla [none in units] b) pseudo set to 2.0 / 3.0 / 4.0 c) pseudo +100% +200% [units updated] d) =b e) =c a) warrior 20, chariot 41, archer 39 b2) warrior 47, chariot 66, archer 55 b3) warrior 75, chariot 82, archer 117 b4) warrior 112, chariot 156, archer 238 c-100) warrior 50, chariot 87, archer - (only 1 built) c-200) warrior 74, chariot 112, archer 73 with units set to Pseudo d) warrior 23, chariot 55, archer 43 e) warrior 53, chariot 67, archer 74
Conclusions
Test 5. This is just for Projects. Last option - Favored = 1, Value = -100%. Valuations: vanilla ~39, Test5 ~67. Pseudo works but only to make a project more desired (favored=1). All other combinations do not influence valuations. [Edit] Also checked previous tests. Always project was valued for ~40.
Wide topic about minors and what they build. I did some analysis regarding valuation. First some core info.
Observations from Vanilla game (default behavior)
Valuations
[Edit2] Test setting. 4 civs, 8 minors, Continents, Quick speed, 200 turns, Prince.
Summary