C2C FAQs - Read This Before Posting

Hi,
I was wondering if it is possible to change the settings of the "Auto building buildings advisor" in your cities. You know which one I mean? Its just below (or above?) the "spend gold to finish building" botton and when you press it the city automatically starts to build a new building once the previous is finished. I want him to build production buildings first for example. Is it possible to change that?
 
Hi,
I was wondering if it is possible to change the settings of the "Auto building buildings advisor" in your cities. You know which one I mean? Its just below (or above?) the "spend gold to finish building" botton and when you press it the city automatically starts to build a new building once the previous is finished. I want him to build production buildings first for example. Is it possible to change that?
If you use the AI version of that (should be an option somewhere), then setting production emphasis should do the job (the same emphasis button that causes the citizen manager to use more production plots or specialists).
 
Hmm thy, but that's not really what I was looking for. After he build all the production buildings, he should start building food buildings. But if there is a new prod-building available it should build this. I also would like to ignore some buildings like the garbage dock and such.
So maybe I just have to design some building lists...
 
Yeah I requested i"ntelligent auto-production city-goc" a while back and thankfully Koshling provided the community with the solution that by highlighting either the production, food or gold button those buildings were prioritized. Pretty useful from medieval on, once you have more than 10 cities imho. And especially for newly founded ones.

Of course, Faustmouse, putting up a more distinguished building list and sending it to Koshling and AIAndy to somehow implement it as a clickable button and also teaching the AI to use it could mean a sufficient advance in the games late game playability as well as AI intelligence!

:)
 
Of course, Faustmouse, putting up a more distinguished building list and sending it to Koshling and AIAndy to somehow implement it as a clickable button and also teaching the AI to use it could mean a sufficient advance in the games late game playability as well as AI intelligence!

:)
Well, you can always use the build list feature to set up some build lists. They are saved to a text file so you can share them if you want.
 
You mean when pressing ALT + 1 (2/3/...) you copy the queue you made inc ity screen?And then activating the same queue in next city by simply pressing "1" (2/3/...), right? Have never done that I guess :shifty: ... if Faustmouse shared his list here, how could I put it in use for my game now (where should that text be copied in, so I can activate it in a city by pressing like "1")? And could that list, if made, be a reference for the computer like a model building path it has in the back of its mind?
 
You mean when pressing ALT + 1 (2/3/...) you copy the queue you made inc ity screen?And then activating the same queue in next city by simply pressing "1" (2/3/...), right? Have never done that I guess :shifty: ... if Faustmouse shared his list here, how could I put it in use for my game now (where should that text be copied in, so I can activate it in a city by pressing like "1")? And could that list, if made, be a reference for the computer like a model building path it has in the back of its mind?
That is not what I meant.
Some time ago I added a build list feature:
http://forums.civfanatics.com/showthread.php?t=471863
 
must have missed that, as i took a few months break. great idea and I think quite easy to learn to use. thx for the info!
 
I'm not quite understanding what you are asking. If you mean the AI city governer, there are buttons in the City Screen that allow you to set emphasis on certain things for the AI, and a BUG option to use a better version of that AI.
 
Yeah, I meant the City Goverer :)
I was thinking about it and it shouldn't be too good imho. Since the best strategy (IMO) is to build production boosting buildings first in new cities, than food and than science. You almost ever have some free specialists that provide culture for the fat cross.
Would it be possible to tell the AI Govener to build the cheapest available prod-building first, after it is finished, check and build the cheapest available prod-building etc. If there isn't any, build the cheapest food-building. After each finished building it should check first if there are any prod-buildings, if yes: build the cheapest, if not: check if there is a food building, if yes, build the cheapest, if no, check if there is a science building. If yes, build the cheapest. If no: do something it would do now... Traderoutes, gold...
There are also some buildings I'd like to remove from the AI Governer, like Bandits Hideout, Starforts, Garbage Dock... I just don't need (or want) those buildings in every city... If I post a list of those "no go" buildings here, could anyone programm that Governer?
 
Can you please place here an older version of C2C ? I tried to download it on Deusra nad normally ,i placed it in the correct folder , but keeps CTD
 
when the multimaps are implemented, will it change the way the AI thinks

The AI will be made multi-map aware if that's what you mean, but for the most part current AI operating on each map will work fine - just needs a little new AI for how/when to transfer units (etc.) between maps, but it won't really b that different from a new continent across the water, so shouldn't require anything too radical.
 
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