embryodead
Caliph
Hello,
I have some bad experiences with settlers that have movement of 2+ and/or attack/defense values. Maybe someone can put me on the right track here...
A settler with a movement of 2 is quite pointless for the AI because it still requires an escort which will generally be a unit with movement of 1... Only works fine if there is no threat around, then the AI will send a settler without escort and utilize the bonus movement point.
A settler with attack/defense values (does not seem to matter if it's only defense or both) causes problems. First of all, the AI will still escort it... Secondly, if the AI sends a normal unarmed settler alone and discovers a threat, it will move the settler back home for escort. But if such settler has defense value, it fortifies and stays in place
If I set the defense value to be higher than the usual escort units... it gets out of hand, as the AI will build the new settler both as a settler and the best defensive unit... considering it costs 2 pop, it means the AI is screwed.
Any ideas how to make AI-friendly militant settlers? Of course, yeah, it works... but so far I see it either giving advantage to the player only, or actually sometimes delaying the AI's expansion.
I have some bad experiences with settlers that have movement of 2+ and/or attack/defense values. Maybe someone can put me on the right track here...
A settler with a movement of 2 is quite pointless for the AI because it still requires an escort which will generally be a unit with movement of 1... Only works fine if there is no threat around, then the AI will send a settler without escort and utilize the bonus movement point.
A settler with attack/defense values (does not seem to matter if it's only defense or both) causes problems. First of all, the AI will still escort it... Secondly, if the AI sends a normal unarmed settler alone and discovers a threat, it will move the settler back home for escort. But if such settler has defense value, it fortifies and stays in place
If I set the defense value to be higher than the usual escort units... it gets out of hand, as the AI will build the new settler both as a settler and the best defensive unit... considering it costs 2 pop, it means the AI is screwed.
Any ideas how to make AI-friendly militant settlers? Of course, yeah, it works... but so far I see it either giving advantage to the player only, or actually sometimes delaying the AI's expansion.