Closed ilteroi closed 6 years ago
I think it's because the production AI code only gave a modifier bonus if the capital in a different area. I'll add a failsafe modifier scaling off pop.
But yes, yields are taken into account (though it makes sense that flat yield buildings go down in value a bit as the city grows, as their relative impact diminishes compared to city output.
i'm still curious regarding the second question: how come the value is 8.6k at one point and then 3 turns later it's only 1.6k?
also, does the AI make use of "avoid growth"?
i still find it ludicrous how fast cities are growing, and in this case it's actually a liability.
The value went down most likely because the AI’s need for the base yields went down.
Also, since I don’t want to open another thread, have either of you @ilteroi or @infixo noticed slow shrine construction by AI?
Yes the AI uses avoid growth of f they’re at least -10 happiness.
Two questions : 1) How does the Herbalist managed to be chosen and build in this city ? There are tons of better buildings for this city. 2) Why no faith buildings ? They cost less than 2 turns of faith.
good questions.
also, i really expect the valuation of the lighthouse to rise over time. so it's strange that within a few turns the value went down by 80% or so. how is this "need for base yields" defined?
can't say anything about shrines, but i'll keep an eye out.
@ilteroi I've fixed the lighthouse already - as noted, my scaling with pop demand rise was only accounting for cities on different continents that weren't connected to the capital. Now it just checks for the connection status.
I've also fixed shrines. Turns out citystrategies don't run on turn 1! :)
if this city can't find a reason to have been working that engineer slot, what city can? they are desperate for hammers and clearly had the food for it. Would have served them far better than growing pop.
Shrines are not top priority, they are usually 3rd-5th place. AI builds them but only after monument, 1-2 units, and often some other building available at the moment. But eventually they get built.
@LoneGazebo : you did a pointfix for the lighthouse, but the valuations of other buildings are also highly variable. i would really like to understand how and why.
example
202, Assyria, Imgur-Enlil, POST: Building, Armory, 5054, 4 202, Assyria, Imgur-Enlil, POST: Building, Armory, 4707, 5 206, Assyria, Imgur-Enlil, POST: Building, Armory, 12578, 5 209, Assyria, Imgur-Enlil, POST: Building, Armory, 8571, 5 213, Assyria, Imgur-Enlil, POST: Building, Armory, 1280, 5 214, Assyria, Imgur-Enlil, POST: Building, Armory, 5048, 4 221, Assyria, Imgur-Enlil, POST: Building, Armory, 1277, 4
Without walking the stack I can't give you a specific answer, but the most variable thing between turns is happiness (a building like the armory will help with crime), a major shift in city strategy AI (resulting in a lower/higher incoming base 'flavor' value) or war.
ok fine. so what about the herbalist?
ok, a bunch of interesting logs here.
assyria built this rather marginal city, but it's been growing like a mushroom and reached pop 11 within 26 turns. impressive, now it's a major source of unhappiness (10). mostly from poverty.
however, they never managed to build a lighthouse (which is the first thing I would have done). are the potential tile yields taken into account when evaluating a building? they should be, right?
201, Assyria, Imgur-Enlil, PRE: Building, Lighthouse, 525, 1 201, Assyria, Imgur-Enlil, POST: Building, Lighthouse, 13000, 1 201, Assyria, Imgur-Enlil, SEED: 17068627018853432750, CHOSEN: Well, Do not rush, TURNS: 1 202, Assyria, Imgur-Enlil, PRE: Building, Lighthouse, 1095, 1 202, Assyria, Imgur-Enlil, POST: Building, Lighthouse, 10350, 1 202, Assyria, Imgur-Enlil, SEED: 14755828658676252591, CHOSEN: Arena, Do not rush, TURNS: 1 202, Assyria, Imgur-Enlil, PRE: Building, Lighthouse, 1095, 6 202, Assyria, Imgur-Enlil, POST: Building, Lighthouse, 6732, 6 202, Assyria, Imgur-Enlil, SEED: 6209986963391750076, CHOSEN: Herbalist, Do not rush, TURNS: 4 206, Assyria, Imgur-Enlil, PRE: Building, Lighthouse, 5530, 5 206, Assyria, Imgur-Enlil, POST: Building, Lighthouse, 8295, 5 206, Assyria, Imgur-Enlil, SEED: 6675877613160065642, CHOSEN: Walls, Do not rush, TURNS: 3 209, Assyria, Imgur-Enlil, PRE: Building, Lighthouse, 5050, 4 209, Assyria, Imgur-Enlil, POST: Building, Lighthouse, 9466, 4 209, Assyria, Imgur-Enlil, SEED: 5175914173287676747, CHOSEN: Castle, Do not rush, TURNS: 5 213, Assyria, Imgur-Enlil, PRE: Building, Lighthouse, 4550, 4 213, Assyria, Imgur-Enlil, POST: Building, Lighthouse, 1597, 4 213, Assyria, Imgur-Enlil, SEED: 16686139394511003470, CHOSEN: Castle, Do not rush, TURNS: 2 214, Assyria, Imgur-Enlil, PRE: Building, Lighthouse, 4350, 3 214, Assyria, Imgur-Enlil, POST: Building, Lighthouse, 8628, 3 214, Assyria, Imgur-Enlil, SEED: 2036875120658275323, CHOSEN: Arsenal, Rush if possible, TURNS: 34 221, Assyria, Imgur-Enlil, PRE: Building, Lighthouse, 5100, 4 221, Assyria, Imgur-Enlil, POST: Building, Lighthouse, 1623, 4 221, Assyria, Imgur-Enlil, SEED: 4441125090925142449, CHOSEN: Arsenal, Rush if possible, TURNS: 22
also note the wildly fluctuating POST values for the lighthouse. is that by design?
full log: