timerover51
Deity
I think that it is best to report both successes and failures to the modding community, and I have a failed experiment to report.
I like to play a slow-paced game, building a lot of improvements and Wonders, and play on very large continent and archipelago maps, currently using one of 300 X 200, one of 300 X 180, both created by me, and Rick's Battleground map of 362 X 362. I normally have maybe 5 or so AI opponents, pre-placed so as not to disturb me early in the game. I have boosted the yeilds of the terrain and resources so that I can create cities with high production, without blanketing the map with a city every 9 tiles. Town size is 8-9, city size is 20-21, that idea I got from TeTurkhan's Test of Time scenario.
Side Note: I would like to acknowledge my indebtedness to TeTurkhan for many of my ideas for modifying the game. Hopefully, TeTurkhan will see this and accept my heartfelt thanks. It was after seeeing his scenario in the Conquests editor while using my son's high school Windows laptop, that led this dedicated Mac user to buy a surplus Windows computer from the high school and begin modifying the game.
Returning to the main point, because I play slowly, developing each city fully and expanding slowly, the AI civs using their programmed Rapid Early Expansion tend to explode, and while I normally have the technology edge, I still find myself in grinding long drawn out wars later in the game, of which I cannot say that I particularly enjoy.
Therefore, I have been working on ways to slow down the AI early expansion to keep their level of city building similar to mine. So far, what works best is setting the settler cost to 4 population. This gives the AI a growth rate similar to mine without excessively slowing it down. However, because the AI is still creating settlers as rapidly as possible to start with, it does leave the AI with a shortage of workers.
To compensate for that, I set the Palace to auto-create a worker every 10 turns, so as to give the AI a steady trickle of workers. That is where things did not work quite as I expected. I ran both Debug mode, and also finally figured out how to get an embassy in another Civilization's capital, so I could check that way as well. About half the time, the AI did use the auto-produced workers, the best civilizations for that being the Inca, the Aztecs, the Celts, and the Zulu. The remaining civs simply stockpiled the workers in the capital and made no use of them. India had 17 workers in the capital when I finally attacked it, Persia has presently 11 in the capital in another test game, where I varied some of the other conditions to make sure there was not any contributing factor, and what the Germans did, I have no clue, as there is no sign of improvements, and no sign of any workers either. Babylon was a mixed case, as in one game, the AI did a good job with the workers, and another game, it did nothing.
I have been using the randomly generated starting positions when I generate the map for the AI civs, but that does not seem to be a factor. I guess what I am going to have to do is make sure that there is a food boosting resource or terrain in the initial starting location 9 tile box, and drop the auto-produced workers.
I do admit to making sure the starting locations for all of the Sea Faring civs that I play are quite good.
One thing from all of the testing is that I had the AI establish embassies in my capital for the first time, so I figured out how to get one in their capitol. That is something new for me.
I like to play a slow-paced game, building a lot of improvements and Wonders, and play on very large continent and archipelago maps, currently using one of 300 X 200, one of 300 X 180, both created by me, and Rick's Battleground map of 362 X 362. I normally have maybe 5 or so AI opponents, pre-placed so as not to disturb me early in the game. I have boosted the yeilds of the terrain and resources so that I can create cities with high production, without blanketing the map with a city every 9 tiles. Town size is 8-9, city size is 20-21, that idea I got from TeTurkhan's Test of Time scenario.
Side Note: I would like to acknowledge my indebtedness to TeTurkhan for many of my ideas for modifying the game. Hopefully, TeTurkhan will see this and accept my heartfelt thanks. It was after seeeing his scenario in the Conquests editor while using my son's high school Windows laptop, that led this dedicated Mac user to buy a surplus Windows computer from the high school and begin modifying the game.
Returning to the main point, because I play slowly, developing each city fully and expanding slowly, the AI civs using their programmed Rapid Early Expansion tend to explode, and while I normally have the technology edge, I still find myself in grinding long drawn out wars later in the game, of which I cannot say that I particularly enjoy.
Therefore, I have been working on ways to slow down the AI early expansion to keep their level of city building similar to mine. So far, what works best is setting the settler cost to 4 population. This gives the AI a growth rate similar to mine without excessively slowing it down. However, because the AI is still creating settlers as rapidly as possible to start with, it does leave the AI with a shortage of workers.
To compensate for that, I set the Palace to auto-create a worker every 10 turns, so as to give the AI a steady trickle of workers. That is where things did not work quite as I expected. I ran both Debug mode, and also finally figured out how to get an embassy in another Civilization's capital, so I could check that way as well. About half the time, the AI did use the auto-produced workers, the best civilizations for that being the Inca, the Aztecs, the Celts, and the Zulu. The remaining civs simply stockpiled the workers in the capital and made no use of them. India had 17 workers in the capital when I finally attacked it, Persia has presently 11 in the capital in another test game, where I varied some of the other conditions to make sure there was not any contributing factor, and what the Germans did, I have no clue, as there is no sign of improvements, and no sign of any workers either. Babylon was a mixed case, as in one game, the AI did a good job with the workers, and another game, it did nothing.
I have been using the randomly generated starting positions when I generate the map for the AI civs, but that does not seem to be a factor. I guess what I am going to have to do is make sure that there is a food boosting resource or terrain in the initial starting location 9 tile box, and drop the auto-produced workers.
I do admit to making sure the starting locations for all of the Sea Faring civs that I play are quite good.
One thing from all of the testing is that I had the AI establish embassies in my capital for the first time, so I figured out how to get one in their capitol. That is something new for me.