Neurons

This page is not yet complete but still contains valuable information.
The neuron system is a new AI system added in 0.50, which determines the actions and behaviors of all units. Each task or action is represented by a neuron, which may fire based on certain conditions and at certain intervals. Players can enable / disable neurons, which allows / prohibits the units from performing the corresponding task.
Every neuron has the following parameters:
- Cooldown - A specific period of time during which a neuron remains dormant after firing.
- Weight - a hidden property which determines the probability of the neuron firing.
- Priority - reflects the importance / urgency of the corresponding action / task. Each priority level corresponds directly to a neuro layer; minimal, low, moderate, high, critical corresponds respectively to idle, growth, cognitive, survival and immediate. Neurons with higher priority often have larger weights, but this is not always the case.
Note that different neurons may share the same name. For example, different neurons corresponding to sleeping under different conditions all share the same name “Drowsing”.
The Neuron System[edit]
The neuron system does not run for the following units:
- Unconscious units, including units who are sleeping, and units with the “Stunned” status effect
- Units controlled by the player
Different types of units have different combinations of neurons. Some neurons are only seen in animals, some are only seen in civilized units, some are only seen in adult or child units, etc.
Each time a unit makes a decision, it chooses a neuron to fire. Neurons which can fire must satisfy the following conditions:
- The neuron is not in cooldown
- The neuron has not been manually disabled by the player
- Certain special conditions are satisfied - e.g. Eating neurons only fire when the unit is hungry; Drowsing, Breeding and Plotting neurons only fire when the unit is not in combat, etc.
When choosing a neuron to fire, there is
- 80% chance to choose only from neurons with the highest priority level
- 20% chance to choose from all active neurons
Neurons and Weights[edit]
The chance of each neuron firing depends on its weights. Each neuron has a basic weights property; this is usually a fixed value, but some neurons have weights which vary based on certain conditions:
- Breeding - before reaching the offspring limit, the neuron’s basic weight is 2; once the limit is reached, the weight drops to 0.1
- Job Seeking - normally has a weight of 2; when the unit’s nutrition drops to 50, its weight becomes 1; when nutrition drops to 0, its weight becomes 0.3
- Claiming - basic weight = 2 + stewardship * 0.02
According to the neuron’s basic weight, the system calculates the neuron’s actual weight, which is the exponential of the basic weight
Actual weight = ebasic weight
Where e = 2.718…
The final probability of each neuron firing is directly proportional to its actual weight. In other words, the probability of a neuron firing is its actual weight divided by the sum of the actual weights of all possible neurons.
Neuron Info[edit]
Name | Icon | Cooldown | Basic Weights | Priority/Layer | Conditions | Effects | Other Requirements | Code |
---|---|---|---|---|---|---|---|---|
Drowsing | 90 | 0.05 | Level 0-Minimal/Idle | Only fires when not in combat | bored_sleep | |||
Drowsing | 90 | 0.8 | Level 1-Low/Growth | Only fires when not in combat | polyphasic_sleep | |||
Drowsing | 200 | 0.75 | Level 1-Low/Growth | Only fires when not in combat | monophasic_sleep | |||
Drowsing | 30 | 1 | Level 2-Moderate/Cognitive | Only fires when not in combat | sleep_at_winter_age | |||
Drowsing | 30 | 1 | Level 2-Moderate/Cognitive | Only fires when not in combat | sleep_at_dark_age | |||
Drowsing | 30 | 1 | Level 2-Moderate/Cognitive | Only fires when not in combat | sleep_when_not_chaos_age | |||
Drowsing | 30 | 1 | Level 2-Moderate/Cognitive | Only fires when not in combat | sleep_at_light_age | |||
Dreamwalking | 120 | 1.5 | Level 2-Moderate/Cognitive | Only fires in adults | try_affect_dreams | |||
Celebrating | 60 | 1.5 | Level 2-Moderate/Cognitive | try_to_launch_fireworks | ||||
Socializing | 30 | 0.5 | Level 2-Moderate/Cognitive | socialize_initial_check | ||||
Breeding | 60 | Level 3-High/Survival | Only fires in adults | asexual_reproduction_spores | ||||
Breeding | 20 | Level 3-High/Survival | Only fires in adults | asexual_reproduction_fission | ||||
Breeding | 30 | 2.5 | Level 3-High/Survival | Only fires in adults | asexual_reproduction_vegetative | |||
Breeding | 50 | Level 3-High/Survival | Only fires in adults | asexual_reproduction_budding | ||||
Breeding | 60 | Level 3-High/Survival | Only fires in adults | asexual_reproduction_divine | ||||
Breeding | 40 | Level 3-High/Survival | Only fires in adults | asexual_reproduction_parthenogenesis | ||||
Breeding | 20 | Level 3-High/Survival | Only fires in adults Only fires when not in combat |
sexual_reproduction_try | ||||
Moving | 1 | 0.2 | Level 0-Minimal/Idle | random_move | ||||
Moving | 10 | 0.2 | Level 1-Low/Growth | Only present in animals | random_fun_move | |||
Moving | 30 | 0.3 | Level 0-Minimal/Idle | random_move_near_house | ||||
Fleeing | 10 | 2 | Level 3-High/Survival | run_away_from_carnivore | ||||
Fleeing | 10 | 3.1 | Level 3-High/Survival | run_away | ||||
Fleeing | 10 | 5 | Level 3-High/Survival | run_away_being_sus | ||||
Moving | 1 | 4 | Level 4-Critical/Immediate | swim_to_island | ||||
Moving | 1 | 4 | Level 4-Critical/Immediate | move_to_water | ||||
Waiting | 10 | 0.1 | Level 0-Minimal/Idle | wait5 | ||||
Confused | 1 | 3.5 | Level 4-Critical/Immediate | status_confused | ||||
Soul Harvested | 40 | Level 3-High/Survival | Only fires when not in combat | status_soul_harvested | ||||
Plotting | 40 | 1.5 | Level 2-Moderate/Cognitive | Only fires in adults Only fires when not in combat Only present in civilized creatures |
try_new_plot | |||
Plotting | 3 | 5 | Level 3-High/Survival | Only fires when not in combat | check_plot | |||
Migrating | 10 | 1 | Level 2-Moderate/Cognitive | check_join_city | ||||
Migrating | 10 | 1 | Level 2-Moderate/Cognitive | check_join_empty_nearby_city | ||||
Returning | 15 | 3 | Level 2-Moderate/Cognitive | Only fires in adults | try_to_return_to_home_city | |||
Job-Seeking | 50 | Level 3-High/Survival | find_city_job | |||||
Paying Taxes | 90 | 2.55 | Level 3-High/Survival | give_tax | ||||
Eating | 10 | 2.6 | Level 3-High/Survival | Only fires when hungry | try_to_eat_city_food | |||
House-Hunting | 10 | 0.5 | Level 2-Moderate/Cognitive | find_house | ||||
Idle | 15 | 0.5 | Level 1-Low/Growth | Only present in civilized creatures | stay_in_own_home | |||
Idle | 60 | 1.5 | Level 2-Moderate/Cognitive | Only present in civilized creatures | generate_loot | |||
Pining | 30 | 1.5 | Level 3-High/Survival | Only fires in adults | check_lover_city | |||
Courting | 50 | 1.5 | Level 3-High/Survival | Only fires in adults | find_lover | |||
Settling | 20 | 1 | Level 2-Moderate/Cognitive | Only fires in adults Only fires in sapient units Only fires when not in combat |
try_to_start_new_civilization | |||
Moving | 90 | 3 | Level 3-High/Survival | check_if_stuck_on_small_land | ||||
Settling | 60 | 1 | Level 2-Moderate/Cognitive | Only fires in adults | build_civ_city_here | |||
Storing | 5 | 3.1 | Level 3-High/Survival | store_resources | ||||
Walking | 5 | 0.5 | Level 1-Low/Growth | city_idle_walking | ||||
Drinking | 30 | 0.3 | Level 2-Moderate/Cognitive | replenish_energy | ||||
Repairing | 300 | 0.3 | Level 2-Moderate/Cognitive | repair_equipment | ||||
Deciding | 60 | 3 | Level 2-Moderate/Cognitive | Only fires in adults | king_check_new_city_foundation | |||
Decreeing | 10 | 1 | Level 2-Moderate/Cognitive | king_change_kingdom_language | ||||
Reforming | 10 | 1 | Level 2-Moderate/Cognitive | king_change_kingdom_culture | ||||
Converting | 10 | 1 | Level 2-Moderate/Cognitive | king_change_kingdom_religion | ||||
Mandating | 10 | 1 | Level 2-Moderate/Cognitive | leader_change_city_language | ||||
Adopting | 10 | 1 | Level 2-Moderate/Cognitive | leader_change_city_culture | ||||
Preaching | 10 | 1 | Level 2-Moderate/Cognitive | leader_change_city_religion | ||||
Claiming | 60 | Level 2-Moderate/Cognitive | claim_land | |||||
Reading | 120 | 1 | Level 2-Moderate/Cognitive | Only fires in adults | try_to_read | |||
Looting | 180 | 1.5 | Level 2-Moderate/Cognitive | Only fires in adults | try_to_take_city_item | |||
Crafting | 90 | 0.4 | Level 2-Moderate/Cognitive | Only fires in adults | make_items | |||
Playing | 5 | 0.1 | Level 1-Low/Growth | Only present in baby units | child_random_flips | |||
Playing | 5 | 0.1 | Level 1-Low/Growth | Only present in baby units | child_play_at_one_spot | |||
Playing | 5 | 0.1 | Level 1-Low/Growth | Only present in baby units | child_random_jump | |||
Moving | 10 | 0.2 | Level 2-Moderate/Cognitive | child_follow_parent | ||||
Reflecting | 60 | 2 | Level 3-High/Survival | family_check_existence | ||||
Following | 5 | 0.7 | Level 2-Moderate/Cognitive | Only fires in herd creatures | family_group_follow | |||
Leaving | 20 | 0.5 | Level 1-Low/Growth | Only fires in adults Only fires in herd creatures Only fires when not in combat |
family_group_leave | |||
Grouping | 60 | 0.3 | Level 3-High/Survival | Only fires in herd creatures | family_group_join_or_new_herd | |||
Moving | 200 | 0.8 | Level 2-Moderate/Cognitive | Only fires in herd creatures | family_alpha_move | |||
Healing | 5 | 0.5 | Level 2-Moderate/Cognitive | check_heal | ||||
Summoning | 10 | 0.5 | Level 2-Moderate/Cognitive | make_skeleton | ||||
Fertilizing | 10 | 0.5 | Level 2-Moderate/Cognitive | spawn_fertilizer | ||||
Teleporting | 20 | 0.5 | Level 1-Low/Growth | random_teleport | ||||
Teleporting Home | 60 | 1 | Level 1-Low/Growth | teleport_back_home | ||||
Curing | 15 | 0.5 | Level 2-Moderate/Cognitive | check_cure | ||||
Burning | 10 | 0.5 | Level 3-High/Survival | burn_tumors | ||||
Moving | 10 | 0.5 | Level 1-Low/Growth | random_move_towards_civ_building | ||||
Attacking | 60 | 1 | Level 3-High/Survival | Only fires in mobs | attack_golden_brain | |||
Craving | 5 | 4 | Level 3-High/Survival | follow_desire_target | ||||
Stealing | 60 | 1 | Level 2-Moderate/Cognitive | try_to_steal_money | ||||
Existing | 60 | 1.5 | Level 2-Moderate/Cognitive | try_to_poop | ||||
Judging | 200 | 3 | Level 3-High/Survival | kill_unruly_clan_members | ||||
Banishing | 200 | 3 | Level 3-High/Survival | banish_unruly_clan_members | ||||
Eating | 10 | 1 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_flowers | |||
Eating | 10 | 1 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_fruits | |||
Eating | 10 | 1 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_crops | |||
Eating | 20 | 1 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_grass | |||
Eating | 10 | 1 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_vegetation | |||
Eating | 25 | 0.96 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_meat | |||
Eating | 10 | 1 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_fish | |||
Eating | 25 | 0.96 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_meat_insect | |||
Eating | 10 | 1 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_algae | |||
Eating | 60 | 0.3 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_same_species | |||
Eating | 10 | 1 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_nectar | |||
Eating | 25 | 0.96 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_blood | |||
Eating | 10 | 1 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_minerals | |||
Eating | 30 | 1 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_wood | |||
Eating | 10 | 1 | Level 3-High/Survival | Only fires when not in combat Only fires when hungry |
diet_tiles | |||
Yearning | 5 | 1 | Level 1-Low/Growth | boat_check_existence | ||||
Fleeing | 5 | 1.25 | Level 1-Low/Growth | boat_danger_check | ||||
Idle | 5 | 0.75 | Level 1-Low/Growth | boat_idle | ||||
Moving | 15 | 1 | Level 1-Low/Growth | boat_check_limits | ||||
Fishing | 1 | 1.3 | Level 1-Low/Growth | boat_fishing | ||||
Trading | 1 | 1.3 | Level 1-Low/Growth | boat_trading | ||||
Searching | 1 | 1.3 | Level 2-Moderate/Cognitive | boat_transport_check | ||||
Thinking | 10 | 0.5 | Level 2-Moderate/Cognitive | Only present in civilized creatures | check_city_destroyed | |||
Marching | 1 | 1.5 | Level 2-Moderate/Cognitive | warrior_army_leader_move_random | ||||
Attacking | 1 | 2 | Level 3-High/Survival | warrior_army_leader_move_to_attack_target | ||||
Walking | 20 | 1.3 | Level 2-Moderate/Cognitive | warrior_army_captain_idle_walking_city | ||||
Walking | 20 | 1.5 | Level 2-Moderate/Cognitive | warrior_army_captain_waiting | ||||
Enlisting | 5 | 3 | Level 3-High/Survival | warrior_try_join_army_group | ||||
Following | 1 | 2 | Level 3-High/Survival | warrior_army_follow_leader | ||||
Investigating | 5 | 2.7 | Level 3-High/Survival | city_walking_to_danger_zone | ||||
Traveling | 6 | 2 | Level 2-Moderate/Cognitive | check_warrior_transport | ||||
Deciding | 60 | 0.7 | Level 2-Moderate/Cognitive | check_warrior_limit | ||||
Moving | 4 | 1.6 | Level 1-Low/Growth | warrior_random_move | ||||
Training | 100 | 1.1 | Level 2-Moderate/Cognitive | warrior_train_with_dummy | ||||
Reflecting | 100 | 2.5 | Level 2-Moderate/Cognitive | reflection | ||||
Hallucinating | 60 | 2.5 | Level 3-High/Survival | madness_random_emotion | ||||
Raging | 1 | 3 | Level 4-Critical/Immediate | do_tantrum | ||||
Possessed | 1 | 3 | Level 4-Critical/Immediate | possessed_following | ||||
Pollinating | 10 | 1.3 | Level 1-Low/Growth | pollinate | ||||
Moving | 10 | 2 | Level 1-Low/Growth | random_swim | ||||
Running | 1 | 5 | Level 4-Critical/Immediate | run_to_water_when_on_fire | ||||
Searching Hive | 20 | 1.5 | Level 2-Moderate/Cognitive | Only fires in mobs | bee_find_hive | |||
Building Hive | 200 | 1.5 | Level 2-Moderate/Cognitive | Only fires in mobs | bee_create_hive | |||
Cursing | 60 | 0.1 | Level 3-High/Survival | check_swearing |