Build Never Settlers Flag

Nathiri

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Just thought I would mention this as I thought was rather weird gameplay behaviour. Some of it obviously was because of my settings, but others were especially weird, but produced some interesting results.

In one of my scenario tests a while ago, I had 16 civs on a preset map of 210x190. I had 9 civs in a locked alliance (2/3/2/2). Each alliance were at war with at least one, or all 3 alliances. The way I had it set up was each civ had about 5-6 cities upon start, but were by no means fully expanded and I did want them to expand. First test, Settlers were produced normally at 4 population cost. All civs not in an alliance expanded pretty fast, although some expanded faster than others. Most of the civs in the locked alliances did not, although there may have been one that had built one city IIRC.

The next significant change I made after a few small tweaks is I made settlers increased in cost, but still able to be built, and then made autoproduced wonders in each capital set at every 10 and 40 turns for it to produce an immobile unit that upgrades to the settler for that civ free. I also put Build Never Settlers flag for all civs. This resulted in only a little expansion and none by allianced civs. I then unticked the Build Never Settlers flag for all civs that were in an alliance. This resulted in slow, but even expansion by all civs including the civs in an alliance. The results varied between civs. All non-allianced civs built at least 1 most 3-4 by Turn 100. The allianced-civs built between 1-3 cities. The AI tended to just build up the immobile units in their capital. After they upgraded one, it would then sit again for a few more turns before they actually sent it out to build a city.

This scenario also had many modified settings. Barbarians were common and deadly, as well as wild animals that were deadly too depending on the civ. Each civ was spread out and had a good amount of land each. Test times varied between 50-100 turns depending on the activity of the map. I do know locked alliances have an effect on expansion, and is the main setting that makes this happen, but I wanted to use locked alliances here.

So it seems the AI doesnt even use Settlers very much even if given to them when having that flag ticked.
 
Settlers will only move when the AI thinks it is safe, meaning it has an escort that is mobile. Also having a pop cost of 4 is a little steep, so make sure the cities have enough food to grow to at least a pop of 5.
 
I'm aware of that which is why I mentioned the animals and barbarians, and I played quite a lot of turns per test game. Also one of the small tweaks was lessening pop cost to 3, but since it didnt make any difference I put it back to 4 later because of the auto-produced wonders I added (the un-allianced AI didnt seem to have much problem with it at 4 and anyway with the auto-produced wonders, settlers do not need to be built and they rarely were because of the shield cost which was increased at the same time, I just left them in to leave the option to build them if it was required for a certain strategy). This was tested many times which means some of the AI moves would of probably been different, although they still seemed to build in the same exact spots (maybe not every civ). I also played a few different civs so I know most of the environments on how the barbarians and animals go around. Some civs were not even affected much by them. From the initial post, you should see that when the flag was not ticked for the un-allianced civs, those civs expanded no problem. As far as the locked alliance wars, I didnt notice that much, although in the 100 turns there was some battles with a few civs and mainly with a certain few.
 
I use a population cost for settlers of 4 to slow down AI expansion, but I compensate by increasing resource bonus yields and also increase the value of irrigation and coast squares. The AI does take advantage of the increase yield of coast and sea tiles.
 
Just a "quickie:" it's been well documented that the AI does not take unit cost into account whatsoever.

Cheers,
Oz

Okay, there is still some information I havent come across as I havent read all the articles with information relating to that topic. But I just meant overall I made the settler hard to build, but still possible if need be, and also, my main point at increasing shield cost (or pop or whatever) was to not let the player or the AI take advantage as this scenario was meant for me and others to play it, but as you say AI doesnt take shield cost into account. But they would still take a while to produce the unit.
 
The AI will also build settlers regardless of the food available, especially from the capital early in the game.

Are you running your mod in De-Bug mode to monitor the AI behavior?
 
The AI will also build settlers regardless of the food available, especially from the capital early in the game.

Are you running your mod in De-Bug mode to monitor the AI behavior?

This was done a couple months ago. I'm now rebuilding the mod to improve the weaknesses I found in these tests, and adding new gameplay additions. I did run it in debug mode once which is how I found out that the AI just stack the immobile units they receive in their cap, and it takes them a while to send them out.
 
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