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Old March 8, 2004, 00:21   #1
Aqualung71
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AI Production Bonuses
Can someone tell me where I can find the AI production bonus in the Editor? I noticed on a Demigod game that the AI bonus is 30% (builds Tanks for 70 shields vs 100, builds UN for 700 vs 1000), but when I go to the "Difficulty Levels" tab in the Editor there is no obvious item there....except the "percentage of optimal cities" which coincides at 70%.

Where is this shown?
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Old March 8, 2004, 01:39   #2
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Chief. Warlord Regent Monarch Emp. Demigod Deity Sid

AI Bonuses
Def Land Units 0 0 0 2 4 6 8 12
Off Land Units 0 0 0 1 2 3 4 6
Start unit type 1 0 0 0 0 0 1 1 2
Start unit type 2 0 0 0 0 1 2 2 4
Extra free support 0 0 0 4 8 12 16 24
Bonus for each city 0 0 0 1 2 3 4 8
Max gov transition 0 0 0 4 3 2 2 1
Cost factor 20 12 10 9 8 7 6 4
AI to AI trade 110 120 130 140 150 160 170 200

Other variables
Citizens born content 4 3 2 2 1 1 1 1
Citizens quelled 1 1 1 1 1 1 1 1
Attack bonus vs barbs 800 400 200 100 50 25 0 0
Percent optimal cities 100 95 90 85 80 70 60 50


Sorry I was to lazy to try to get this to line up, tou can copy it and do it.
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Old March 8, 2004, 01:41   #3
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Cheer up it is 60 at Sid.

It goes 10 is par higher is plus and lower is minus for the AI.

So at 7 it is a 30% bonus from 10.
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Old March 8, 2004, 02:18   #4
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Ummm, thanks for the info vmxa1, but I'm still not sure where I can find the AI production bonus (ie, % reduction in shield cost for units/improvements/wonders)in the editor.

The number seems to be the same as the "percent optimal cities". Is this a correct assumption, or is it shown somewhere else? Perhaps it is the "cost factor" (ie, 7 for Demigod which could mean 70%), or does that relate to tech cost?
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Old March 8, 2004, 03:09   #5
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It is the cost factor in the difficulty level:
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Old March 8, 2004, 03:12   #6
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Number of Defensive Land Units (Additional AI Starting Units)
Determines how many extra defensive land units the AI will start with on the selected difficulty level. To determine which unit is used, the AI will determine which available unit (e.g. units that can currently be built) is its best defender.

Number of Offensive Land Units (Additional AI Starting Units)
Determines how many extra offensive land units the AI will start with on the selected difficulty level. To determine which unit is used, the AI will determine which available unit (e.g. units that can currently be built) is its best attacker.

Number of Start Unit Type 1 (Additional AI Starting Units)
Determines how many extra type 1 start units the AI will start with on the selected difficulty level. This corresponds to the default start unit 1 on the general settings page (normally a worker).

Number of Start Unit Type 2 (Additional AI Starting Units)
Determines how many extra type 2 start units the AI will start with on the selected difficulty level. This corresponds to the default start unit 2 on the general settings page (normally a settler).

Additional Free Support (AI Unit Support Bonuses)
Determines how many extra units the AI can support, in addition to any existing governmental bonuses, on the selected difficulty level. Note that this number is cumulative with all other support bonuses.

Bonus for Each City (AI Unit Support Bonuses)
Determines how many extra units the AI can support per city, in addition to any existing governmental bonuses, on the selected difficulty level. Note that this number is cumulative with all other support bonuses

Max Government Transition Time (AI Bonuses)
Determines the maximum number of turns the AI must remain in the transition government type (default is Anarchy) before transitioning to the newly selected government type. Setting this number lower will reduce the negative effects of switching governments. The default value of zero means there is no maximum to how long this can take.

Cost Factor (AI Bonuses)
Determines the cost factor that is applied to AI growth, shields, and research. The player's cost factor is always 10. Choosing a value higher than 10 means the AI will be at a disadvantage, while choosing a value lower than 10 means the AI will be at an advantage.

AI to AI trade rate (AI Bonuses)
Determines the percentage multiplier used in AI – AI trade sessions on the selected difficulty level. This value is a percentage (acceptable values range from 100% to 1000%) which is multiplied by the total value (in gold) of the initiating civ’s offerings, which is used by the "other" AI civ to determine whether a deal is acceptable or not. For example, with a rate of 120, an AI civ offering 100 gold to another AI civ for something would actually be worth 120 gold to the other AI civ.

This rate directly affects the frequency and aggressiveness with which AI civs trade amongst themselves.

Number of Citizens Born Content
Determines how many citizens in a new city are born content for the selected difficulty level. The lower the number, the more difficult the game will be.

Number of Citizens Quelled by Military
Determines how many rioting-citizens are quelled with the presence of military units.

Attack Bonus Against Barbarians
Determines the attack bonus enjoyed by any player (human or AI) against barbarians. A value of zero means the barbarians have no combat disadvantage, thus a barbarian warrior would be as powerful as the warrior of any player in the game.
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Old March 8, 2004, 03:14   #7
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Quote:
Originally posted by Thriller


The number seems to be the same as the "percent optimal cities". Is this a correct assumption, or is it shown somewhere else? Perhaps it is the "cost factor" (ie, 7 for Demigod which could mean 70%), or does that relate to tech cost?
So as you can see it is one and the same. Research and shield cost.

Research Cost = [MM * [10*COST * (1 - N/[CL*1.75])]/(CF * 10)] - Research done so far
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Old March 8, 2004, 03:24   #8
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Thanks vmxa1. Clear.
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Old March 8, 2004, 03:54   #9
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vmxa1, what do the variables MM, COST, N, CL and CF stand for in the research formula? I've know this has been explained before, but I can't seem to find it.
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Old March 8, 2004, 11:38   #10
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This is the formula for research cost for v1.29f.

Research Cost = [MM * [10*COST * (1 - N/[CL*1.75])]/(CF * 10)] - Research done so far

Research Cost and research done so far are in gold.

Square brackets indicate truncation /rounddown

MM = map modifier(tech rate on world sizes tab in the editor)
Tiny 160
Small 200
Standard 240
Large 320
Huge 400

CF = AI cost factor(as on the difficulty tab in the editor)
For the purposes of the research cost formula, CF has a maximum value of 10.
Chieftain 10
Warlord 10
Regent 10
Monarch 9
Emperor 8
Deity 6

COST = technology cost as on the civilization advances tab in the editor.

N = number of civs on the diplomacy screen that have discovered the tech.

CL = number of civs left in the game
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Old March 8, 2004, 11:42   #11
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Demi 7
Sid 4

I made an xls for this and it sems to not always be correct for C3C.
I have to adjust the number of civs that know the tech to match the advisors rate. So I do not know what was tweaked. It is not my implementation as I found another app that has the same problem.
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Old March 10, 2004, 11:20   #12
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What happens if you use 2*(CL-1) instead of 1.75*CL?
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Old March 10, 2004, 14:16   #13
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I made one up and will run it to see.
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