If you find str 1 transport/scout units stationed in capital is good thing. then nvm
They are 2-capacity transports, and the AI player at that point in time didn't need them for transporting anythnig. They're very cheap. So why is this a problem? The 2 thopters together probably cost less than a single infantry, and the AI I think tends to store unused transports in its capital. How is this bad?
Why there should be too much of them?
How do you know this is too many? An economy wide transport force of 2?
The AI needed those transports, it managed to use them to claim a large part of the polar region. So, who says that was a bad decision? Arguably there is a problem in that polar cities are over-valued in the AI relative to other sites, because of the high value on water, whereas in the early game the polar cities aren't actually useful.
But this is just an argument that says polar tiles are too weak in the early game, or are valued too highly. Maybe add +1 hammer to polar desert waste?
Few 1 Str scout thopters in capital. Isnt that stupid?
It had 2. No, that isn't stupid. The total hammer cost of these was like 40 hammers. How much of a delay do you think this caused in their expansion? It probably hastened their expansion.
and still will spread settlers at same rate
How is it giong to spread settlers at the same rate, including to the pole and to surroundnig islands, without any transport units?
Full of Wonders, if you didnt noticed.
I haven't looked at it, but if this is true, this is a MUCH more serious issue. 2 thopters is like nothing compared to multiple wonders.
At some point I'll check the save, but what wonders were present here?
Maybe removing so many early wonders will help here.
I think you're massively misdiagnosing the problem. 2 thopters is not a problem. Building tons of Wonders is.
Partly the wonders are probably concentrated in too few techs, so when the Tleilaxu (who have religious weighing) go for Faith, there are lots of Wonders there and so they start building them, and can get through multiple wonders before other factions bother to research faith. A Wonder redesign (spreading them to more techs) will help here.
Maybe we need to increase the military unit proportion for some of the AI leaderheads, or decrease their tendency to build Wonders.
Scout Thopter should be not Defence-ability unit. Just no military str at all
As long as it still uses them for transport, this is relatively harmless. But I *like* that the AI builds scout thopters early and uses them to transport settlers. This is good behavior! We don't want to lose this.
Note how much worse the Fremen AI performs because they don't have a scout thopter to carry their settlers around.