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Easy difficulty. 4 opponents. All else Fair. Around mid 1401, ran into Ariel's capital city. No units guarding. I move my magic spirit onto city and banish her without battle. Bug that she left herself completely undefended? I had 3 magic spirits, 2 towns, 1 or so Javlineer at the time.
March 14th, 2017, 05:13
(This post was last modified: March 14th, 2017, 05:23 by Seravy.)
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Interesting.
Easy difficulty does not get a maintenance advantage, so I suspect they run into problems with that and lost their units.
...I observed the AI lose a settler even though they had 11 gold. Might be some bug.
...wait, Ariel? All Life books, no early summoning, so it's a bug with normal unit maintenance maybe.
...the unit was disbanded for low gold. The maintenance on their buildings exceed their income so they can't pay for units. And this explains why all levels except easy grant a massive maintenance advantage to the AI.
Not a bug, the AI is unable to comprehend maintenance costs and produces more buildings than they can pay for, which allows no units. We can either remove the gold income penalty, add a maintenance advantage or ignore it as easy is supposed to be easy afterall.
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Why not just increase marketplace priority? And increase minimum reserves of gold?
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(March 14th, 2017, 06:55)Nelphine Wrote: Why not just increase marketplace priority? And increase minimum reserves of gold?
There is no such thing as minimum reserves of gold. The AI can't make gold out of nothing and raising taxes does not increase gold income either. They pay more than earn as soon as they have a few buildings done.
(minimum mana exists because the AI can decide on how much mana they produce per turn. There is no such decision for gold, the AI always operates with the highest possible taxes unrest allows)
marketplaces could help a little, but on the long term the AI will still end up having no units if they build too much buildings. I feel changing the multiplier of maintenance to 75% would help more - if we want easy to play better at all, which I'm not sure about.
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Well, clearly human players can do it, and I know I build lots of buildings. I would rather teach all levels of AI to try to be wiser with gold (I never stop building buildings due to gold).
And minimum gold is for buying things. Don't buy things on easy of the AI has less than 500 gold for instance
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(March 14th, 2017, 07:13)Nelphine Wrote: And minimum gold is for buying things. Don't buy things on easy of the AI has less than 500 gold for instance
Don't think Easy AI will ever have 500 gold :D
Good idea though, "Easy AI cannot buy production for gold" might help.
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They might take a city or lair late game. And prioritizing marketplaces banks and merchsjt guilds will help.
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I'd actually like to see this on higher difficulties so we can reduce the boosts AI get. When they have ten times my resources, and no banks, I'm just grrrr.
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We can't have the AI prioritize every building type at the same time - it's questionable whether gold, production or population growth is better for economy, and there is also a need for research, power, military and naval buildings, and units.
A marketplace will not produce a relevant amount of gold compared to the percentage bonus so it won't be able to replace it, albeit at least it pays for itself quickly. It's already receiving a massive priority boost, it's one of the few "+20 base priority" buildings. So it'll be built early - but not before the mandatory stuff (Sawmill, Smithy, Settlers, and Fighter's Guild when there are 2 active settlers, and the first 4 units in the garrison, also SWG for Myrran).
Banks are not available to half the races, we can't base AI numbers on that.
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Except part of the problem of playing those races is that they are supposed to have a weaker economy. The AI doesn't face that issue - they are designed around having a strong economy with the weakest race, so the strong economy races don't even bother with strong economy because they're strong enough without it. I'd like to see the AI economy more closely resemble human players economy.
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