It means the computer players will no longer role play as historical leaders but instead behave like a bunch of ruthless, psychopathic, cyborg Hitler clones. It also means AIs will sign deals with you to size up your military situation and then just wipe you out in a surprise attack as soon as possible. For one thing, it means the AI leaders will be extremely tight and shrewd traders that you can never take advantage of in negotiations. The problem is that people don’t really want an AI that plays to win. A lot of players have complained about the weakness of AI in all of the Civ games as far back as I can remember. Plant, Mass Transit, and Recycling Center).AI for these types of games is really hard to balance. Obviously, there are other relevant categories-even after Plastics are developed, there will be (more recently founded) cities that don't have the full complement of relevant city improvements (i.e., Factory, power plant, Mfg. My typical course of development is as follows: Then maybe I can use a scheme based on typical progress through the game, even though there are some exceptions to this. Nevertheless, I want to include a place in the naming convention to denote this data as being for the default rule set. This is another attempt.įirst of all, as I've mentioned somewhere, I've only collected data for the default ruleset, not the Civ1 or Civ2 rulesets-and think that maybe it won't change in those other rulesets. The pollution calculation depends on so many factors, it's been hard for me to develop a scheme to name or classify the various scenarios. I may have to play another game, or get confirmation from someone else to be sure of what I saw. In the one game I played to check this data (after several other games collecting bad data), Mass Production was developed in the turn after the Automobile was developed, and I found changes on both turns. I hadn't seen anything in the documentation about this, and thus am at least a little uncertain-maybe I collected some wrong data. Mass Production, unless I did something wrong, my data seems to show that the pollution rate changes when Mass Production is developed, just like it is changed by the Automobile and Plastics. Technologies affect pollution, both indirectly as they allow various city improvements (like Factory, Mass Transit, etc.), and more directly in the case of the Automobile, Mass Production, and Plastics which change some of the parameters of the pollution production. clean power plants (i.e., Hydroelectric, Nuclear, and the Hoover Dam wonder).Obviously, (Shield) Production affects pollution, and thus city improvements that affect production are relevant:Ĭity improvements that can reduce pollution are obviously relevant, like: */įactors considered in the Pollution Calculation * Then there is base pollution (usually a negative number). * num_known_tech_with_flag(pplayer, TF_POPULATION_POLLUTION_INC) Pop = 100 + get_city_bonus(pcity, EFT_POLLU_POP_PCT) * Add one 1/4 pollution per citizen per tech, multiplied by the bonus. Prod = shield_total * MAX(prod, 0) / 100 Prod = 100 + get_city_bonus(pcity, EFT_POLLU_PROD_PCT) * Add one one pollution per shield, multipled by the bonus. Struct player *pplayer = city_owner(pcity) Int *pollu_prod, int *pollu_pop, int *pollu_mod) Int city_pollution_types(const struct city *pcity, int shield_total, I've developed these formulae experimentally rather than by examining the code. The intention is that on the Freeciv Wiki I will provide only summary information but on the WikiLearn Wiki I will provide much more detail, including the data I collected and at least some examples of tests I have run for the more complicated formulae. I am putting some of this information on both the Freeciv Wiki and on WikiLearn. I don't intend to address those subjects on these pages. You might also be interested in the probability of pollution on a square within a city or the probability of a global warming event. I've chosen to use the term Pollution Production to mean the amount of pollution produced in a city. If you don't know that Freeciv is a free and open almost clone of the Civ games by Sid Meiers you should go to the Freeciv website for more information. These are the results of my incomplete efforts to develop formulae for the Pollution Production ("tons" of pollution) in a Freeciv city.
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