[1.0.1.383] AI send workers unescorted near enemy

Pep

King
Joined
May 28, 2002
Messages
688
Location
Spain
In the images you can see Persia sends his worked unescorted near my capital while I'm at war with them. This a very common AI mistake.

I've also attached the savegame.

EDIT: Removed the savegame because I'm near the quota limit
 

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I also had this happen in my most recent game. Ottamans continually sent workers thru the battle area and finally actually thru my territoy. I probably captured at least a dozen workers because they came within striking distance of my units.
 
Not only AI workers are affected by this. What really annoys me is that worker will interrupt his work even when barbarian unit is 5 tiles away or even on another island, but when I send him somewhere he will jump into water next to barbarian caravel. There is something wrong with workers path finding in general.
 
Not only AI workers are affected by this. What really annoys me is that worker will interrupt his work even when barbarian unit is 5 tiles away or even on another island, but when I send him somewhere he will jump into water next to barbarian caravel. There is something wrong with workers path finding in general.

Path finding is finding the shortest route (not safest) from Point A to Point B.

I like the worker interruption, if a bit annoying, because I've been able to save my workers 100% of the time with this feature.

If you're navigating no defense units in hostile territory, you gotta move it manually.
 
Dexters, but I wanted to explain, that worker on a land will be "triggered" by land units only and not by sea units. Embarked worker will be "trigerred" only by sea units and he will ignore all land units during his route. So worker will jump into water next to caravel, or he will end his trip next to barbarian archer. I think this is somewhat connected with the fact that AI never do ranged attacks on civilian units (and embarked units too). In my opinion there are two worlds for an AI - "water world" and "land world" - and it can not handle well when these two worlds meet each other.
 
You're right, there is an outstanding issue with workers being moved near hostile space a bit too frequently.

I'm unsure if this is a subroutine gone awry where the AI attempts bait human players to move units. But if that is the case I do not see supporting units ready to swoop in to deal damage.
 
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