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Topic:   A is for Alphabet Format for Better Printing
Sequoya


b.02-15-99
posted December 01, 2000 16:31   Click Here to See the Profile for SequoyaClick Here to Email Sequoya Visit Sequoya's Homepage!
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Scouse Gits,

After review of your data, I think there is a strong correlation between the total AI Value of the Tech and the frequency it is awarded.

The following table demonstrates this with the first seven techs.

_____SGs' Occurance________Frequency__________AI Value plus Civ Mod
_____Civ__Neu__Mil____Civ_____Neu_____Mil______Civ__Neu__Mil

Hor ____2__132__169___0.30%__22.45%__33.53%___3___4___5
War____4___23__120___0.60%___3.91%__23.81%___3___4___5
Pot __135___27____0__20.09%___4.59%___0.00%___5___4___3
Cer __171__244__160__25.45%__41.50%__31.75%___5___5___5
Alp __393__237___76__58.48%__40.31%__15.08%___6___5___4
Bro __223__331__342__33.18%__56.29%__67.86%___5___6___7
Mas__171___21____3__25.45%___3.57%___0.60%___5___4___3

Please note that the freqency percentage is calculated against the total number of awarded techs.

For civilized AIs, the most frequently awarded tech is Alp, followed by Bro, Cer, Mas, Pot, War and Hor. This is also the rank order of the Civ modified AI value.
The neutral and militaristic AIs also follow this rule. This also tends to work for the more advanced techs.

Allowing for some kind of historical preference, like Egyptian masonry or Sioux horseback riding, I think it is possible that the modified AI value affects the order in which beginning techs are assigned.

I propose that the initial starting tech is randomly assigned with a preference for techs with a higher modified AI value and that subsequent starting techs are also assigned using the AI values. The menu of subsequent techs is probably limited to what could be normally be researched less the "killer" techs like writing or math.

I would like to look at your complete data set. I think it might show a few more historical preferences as well as show additional distribution patterns.

Congrats on a fine job,

Sequoya

[This message has been edited by Sequoya (edited December 01, 2000).]

Richard Bruns


b.02-15-99
posted December 01, 2000 17:32   Click Here to See the Profile for Richard BrunsClick Here to Email Richard Bruns Visit Richard Bruns's Homepage!
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Barbs can research well into the tech tree, but they can never use the knowledge to do anything. While testing barb city growth for my OCC 21 scenario, I saw them get about half a dozen techs. The research awarded has nothing to do with trade arrows; the city had so much corruption that there was never more than 1 arrow, and it was allocated to tax. It seems to be random, or possibly based on population. There were huge stretches where they got nothing, then they got something like 3 techs in 10 turns. But the tech had no affect on their ability to build things. They could only make settlers, warriors, and barracks.

It is just an odd bug with absolutely no effect on the game.

La Fayette


b.02-15-99
posted December 08, 2000 09:51   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Hello, Scouse Gits!
This is my first post (sorry I discovered Apolyton only a few weeks ago and have been busy reading since then). Glad to tell you:'WoW'.
I'm currently doing research on a path close to yours: first results next week. Happy to say 'congratulations' meanwhile.
La Fayette


b.02-15-99
posted December 12, 2000 11:33   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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Here are the results I got, testing for my "3 arrows" strategy (have a look at it ! ).
The test included 100 game starts on a small random map with the Aztecs. It gave me 153 free techs (1.53 per start compared to your 1.33 for yellow civs, table 5):

Alphabet: 56
Cer Bur : 27
Bronze : 19
Code o L: 17
Masonry : 17
Pottery : 13
Currency: 3
Mysticis: 1

Those results are quite close to those you give table 2 (though the size of the map and the size of the test both are much smaller ).
The test I ran also included the results of entering one hut after start:
Warrior Code: 6
Horseback : 4
Bronze Work : 3
Pottery : 2
Masonry : 1
Writing : 1
Alphabet : 1
Cerem Burial: 1
Code of Laws: 1
(plus 58 units and 20 "Gold").
I found no link between game start and first goodie hut, but that must be studied more thoroughly

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