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#1 |
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Deity
Join Date: Dec 2001
Location: Rochester, NY, USA
Posts: 2,007
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1.12 Auto workers don't change existing improvements
It is late in game and i put some workers on full auto to start changing some of the mined tiles to irrigation for added population. After pollution is cleaned up, they just fortify and do not change any existing improvements.
Territory is completely worked so pollution is the only chore left. It appears the AI is suffering from this as well. Tiles that would (should?) normally be irrigated at this point are not. http://www.civfanatics.net/uploads6/noautoworker.SAV Last edited by watorrey; Jan 06, 2004 at 07:45 AM. |
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#2 |
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Deity
Join Date: Dec 2001
Location: Rochester, NY, USA
Posts: 2,007
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I just finished this game and i am convinced the AI is not altering existing improvement.
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1.22(f?) -- Supreme Lord: http://watorrey.net For better barbarians, add NoAIPatrol=0 to conquests.ini All Conquest & scenario players, map & mod makers: World size bug alert |
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#3 |
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Moderator
![]() Join Date: Feb 2002
Location: Baltimore
Posts: 23,547
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Are you sure you hit the right automate key? ('a', and not 'shift-a')
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"Never trust an Aztec with nukes!" (Civ1 - unknown) | 2nd user of the Ancient Style. South America (based on El Mencey's Map) | N & S America (based on El Mencey's Map) | C3C Scenario: 7,000 Turns Civ2 Earth for C3C | Old Style Civ3 for C3C | "Future is Wild" map How to upload multiple files to a post | File Upload | Paint Shop Pro 3.11 shareware (screenshot util - doesn't expire) | Chieftess' Culture Flip Calc | Don't wind up like this AI! | ![]() ![]() resource icons file To download a patch: Select "Advanced" from the main menu, and go to "Check for Updates". || My Web Journal (yes, it's a "blog")
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#4 |
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Deity
Join Date: Dec 2001
Location: Rochester, NY, USA
Posts: 2,007
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I had many workers and tried both the 'automate' button making sure it was the right one, and using the 'a' keyboard command. They were definitely suppose to alter existing terrain.
The save i uploaded in the first post has already done the mid turn auto sequence and has a few workers waiting for orders with no pollution to be cleaned. The AI never changed some of its early mining to irrigation even in the desert.
__________________
1.22(f?) -- Supreme Lord: http://watorrey.net For better barbarians, add NoAIPatrol=0 to conquests.ini All Conquest & scenario players, map & mod makers: World size bug alert |
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#5 |
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General
Join Date: Nov 2001
Posts: 439
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I have seen this many times both before and after the patch. Even when all players are building spaceships the AI will have a city in the middle of a desert that is mined and railroaded and is about size 6.
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Reality is for those that cant handle video games. |
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#6 |
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Deity
Join Date: Dec 2001
Location: Rochester, NY, USA
Posts: 2,007
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I've only finished 2 epic c3c games (3rd not finished due to release of 1.12) but noticed on the first one (ver 1.00) that there was no apparent 'pattern' to the AI's irrigation/mining as there was in civ3/ptw.
It wasn't until i tried using a few full automatic workers late game when production is no longer an issue that i made the connection. Any AI civ that starts out with no fresh water nearby is going to be severely handicapped if they do not irrigate thier previously mined tiles later on. Even the ones that do have fresh water do not have a balance of irrigated/mined tiles since they mine tiles that cannot be irrigated right away. If the AI workers are using the Shift-a worker algorithm from the beginning it would explain alot, including reports of too easy victories and 'sluggish' AI's.
__________________
1.22(f?) -- Supreme Lord: http://watorrey.net For better barbarians, add NoAIPatrol=0 to conquests.ini All Conquest & scenario players, map & mod makers: World size bug alert |
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