Comments (4)
Hello! I plan on looking at the city construction AI after I rework the worker AI. Can you give some examples of some of the unique combinations that you are thinking about?
from unciv.
Hello! I plan on looking at the city construction AI after I rework the worker AI. Can you give some examples of some of the unique combinations that you are thinking about?
I am thinking about so-called abstract buildings. They are treated by game like buildings, but they don't represent physical buildings.
They can be:
- Edicts and decisions (like those in Paradox games, they can have also negative effects)
- Situations (like epidemics, civil unrest or immigration boom)
- Other modifiers and parameters (like GDP per capita, public health, crime rate, level of education and pollution)
Many of these abstract buildings would have negative effects that need to be weighted by AI. It needs to decide whether the positive effects outweigh negative ones.
Also, buildings that are not abstract can have negative effects too. The example is the pollution generated by factories.
from unciv.
It's cool that you plan to use buildings as a sort of event. (Thoughts: Do we want to make a more detailed event json object that can be called? How much work would that take?)
Do you think the AI should also look for buildings to sell if they give money or some other effect?
from unciv.
It's cool that you plan to use buildings as a sort of event. (Thoughts: Do we want to make a more detailed event json object that can be called? How much work would that take?)
There are no random events in unmodded Civ 5, so maybe we should use the buildings as the representation of event.
Do you think the AI should also look for buildings to sell if they give money or some other effect?
In my opinion, it is worth implementing, especially if a building has more negative than positive effects. In order to do this, we need the function hasNegativeEffects() or something like that.
from unciv.
Related Issues (20)
- RFC: UX: UnitActions on small displays HOT 1
- Unrecoverable error when moving HOT 1
- Feature request: tree replanting HOT 8
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- "Requires a [buildingFilter] in at least [amount] cities" not highlighting buildings that can't be built HOT 7
- Hills not acting as base terrain, even when mod says they should HOT 3
- Feature request: Mods inside a Mod.io HOT 5
- Crash after resizing window on WorldScreen
- Gold income is bloating HOT 1
- Mod Management Menu Never Finishes Loading HOT 15
- Feature request: Adding controller support HOT 3
- Feature request: plz, Let the AI โโperform the action as the option name is. HOT 5
- Feature request: Mod Manager auto update mods added via github that don't have tags HOT 7
- Feature request: HOT 2
- Feature request: highlight the currently selected policy HOT 6
- Mod not starting, even though mod manager catches no errors HOT 8
- Abnormal decreasing health value in battle calculations HOT 1
- Game crashed: java.lang.Exception: Can't reach this tile! HOT 5
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- Game crash HOT 2
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from unciv.