In mod itself, but didn't AI always get dumber by mid-game?@raxo2222 ,
In these maps or in the Mod itself? And if in the Mod since when?
The problem is they don't see the unhealth as something to weigh the added production and bonuses against. We haven't quite sorted out the logic on that yet IIRC.@raxo2222 ,
In these maps or in the Mod itself? And if in the Mod since when?
Well that was dependent upon what timeframe of C2C's development. Early years no. Even after Crime was added no. But...when the extra Eras were introduced....could be so.In mod itself, but didn't AI always get dumber by mid-game?
I mean if AI or players tried not having missing resources - especially, if they are part of unit/building requirement chains, they would be more competent.Well that was dependent upon what timeframe of C2C's development. Early years no. Even after Crime was added no. But...when the extra Eras were introduced....could be so.
This isn't related to map.You can see this behaviour by classical age, when AI builds all the different smelters and smiths in every city. The production bonus is negligible compared to the flammability and unhealthiness, I hardly ever build more than two or three smelters and smiths for each type of metal. Mainly because they do burn down so some redundance is needed. Some AI on the other hand will have 50 lead or tin ingots for trade...
It's purely the production - if there's any production it's 'yes please'. There's no evaluation on production benefits beyond that. Needs a little work.This isn't related to map.
Flammability is nothing, if you play without events.
I guess resource producer valuation is broken - First of its kind is very valuable, but value isn't decreased after you get more.
I guess then I should have to give AI weight of 1 to all resource producers - currently those smelters, smiths, and every Industrial and later resource producer has AI weight of 1 among other things.It's purely the production - if there's any production it's 'yes please'. There's no evaluation on production benefits beyond that. Needs a little work.
That would only add to the automatic yes build it factor (AI weight isn't easily countered by any negatives either - and even a negative AI weight wouldn't help because AI weight isn't an issue until a much more generic 'Ok, so all high priority stuff has been built, now what?' evaluation.). There's really nothing that can be done in the xml except to remove the production benefit. I think its easier to fix the AI issue in the coding with it BUT it's a be forewarned that it may increase turn times to do it kinda thing. It's a lot of shortcutting to just consider all production giving buildings something you want and something you want immediately.I guess then I should have to give AI weight of 1 to all resource producers - currently those smelters, smiths, and every Industrial and later resource producer has AI weight of 1 among other things.
Perhaps all the metal wares should just give a bonus to the Forge / Foundry? Or would it be possible to give with the resource directly to the (connected) cities?remove the production benefit
I WAS sorta thinking along these lines too - this could work. Make these buildings purely produce the resource, which should be sufficient for the AI to build them with some sense of importance (not sure HOW much and hopefully its enough) and then maybe just give a production bonus from having access to the resource to the more generic buildings that use those things. It would be worth seeing if that worked out well enough for the AI. Something similar could then be done for the factories that would correct our largest current AI flaw in the modern era. Well one of them anyhow.Perhaps all the metal wares should just give a bonus to the Forge / Foundry? Or would it be possible to give with the resource directly to the (connected) cities?
My 38 civ version of the map works great. To anyone who is interested in trying it out, cheers, and have fun!
Hi! Would you happen to have a version of this without any civs on it, please?
Thanks!