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Rebalance Food Weights #12582
Rebalance Food Weights #12582
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You make the growth value dependent on the population and the current growth/turn of the city, which is something the human would need to start keeping track of. I explicitly removed similar requirements some time ago in a PR, as it makes it is annoying keeping track of individual cities that way.
Also, and this is maybe more of a personal preference than a common sentiment, but I would like my city to get 1 growth over 1 production+1 gold. If I want the latter during Happiness (for example when at war). I can click the Avoid Growth button myselves.
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Small Cities need a higher Food Weight since Growth is more important. For 90% of players who don't optimize assignments every turn, this is more in line with generally good play. I asked you in the Discord thread if there were better metrics to use based on Population and you didn't respond.
As for the base weight, 1Growth over 1Prod+1Gold would mean Food/Prod >3/2 (since Gold = 1/2 Prod). I'd roughly agree and if that's what we really want to do we should adjust the base value not have a multiplier here. But the poll also indicated this was a minority evaluation. Arguably the experts valued it about 1.5x. But this is a grey area. I previously proposed increasing the base 14->16.
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You asked me, and I replied it would be a better idea to make it dependent on the global game state (game ending conditions) instead of the local state of the city. The are some problems with that, as making the food eval dependent on war status makes it very exploitable by humans (they can declare war and sit back to defend until the AI is irrelevant), and making it dependent on tech% complete doesn't work properly if players start a new game in late eras. The latter would be very nice to combine with scientist saving though, maybe it should be given a try.
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Right. Those methods may be slightly more optimal, but introduce a lot more complications, is brittle, and you haven't described a clean algorithm for any of them. This solves a common issue, is simple, and robust enough to handle mods.
The sims also show this is a huge improvement in performance for Generic Civ AI.
Marking as Draft for now. If you still have major issues let's discuss on Discord.