pineappledan
Deity
Glad you're enjoying the mod!
I can't say I'm very knowledgeable of how the AI assesses the tiles, but if the AI stored knowledge of local terrain for a city, and only refreshed it on city capture, that would seem sensible. Just spitballing though.
EDIT: I now realize this last point may have been a source of anxiety for you, because you may have thought that Egypt was not improving a luxury, and therefore, was making a far more grievous error than they actually were. If the flax is underneath a farm, Egypt might actually be getting more from the tile than if it converted to a plantation (adjacencies, agribusiness, etc.). A human might make the same choice, if he felt worker turns were better spent elsewhere.
That's a general quirk of the AI. The AI doesn't normally have to deal with new resources getting plopped on the map; if there's an existing improvement already on top of it, it either doesn't notice, or doesn't care.I think the recent Rome change was unwarranted, but that's neither here nor there. I wanted to make the team aware of a bug that I've posted previously on Github making a return: Egypt's AI doesn't appear to recognize Flax resources that spawn on tiles they have already improved. Just finishing up my 3rd game with Egypt as an opponent AI and they never go back and replace Farms that have Flax spawn under them once the Nilometer is built into Plantations. Strangely, if another AI conquers an Egyptian city they will usually go an replace the farms on Flax with plantations, but Egypt just leaves their initial farms in place. Is this just a quirk of the AI in general, or is there something different about Egypt's "encouragement" to improve tiles?
I can't say I'm very knowledgeable of how the AI assesses the tiles, but if the AI stored knowledge of local terrain for a city, and only refreshed it on city capture, that would seem sensible. Just spitballing though.
Flax is a bonus resource, like banana, so it isn't tracked. There is no monopoly bonus for flax, and you can't trade it or anything either.Also, Flax isn't showing up on the list of Monopolies when I view the Monopoly/Corporation UI (when using the EUI version of VP), so I can never see how many copies of Flax there are or what percentage Egypt still has (assuming they have lost cities) without manually counting.
EDIT: I now realize this last point may have been a source of anxiety for you, because you may have thought that Egypt was not improving a luxury, and therefore, was making a far more grievous error than they actually were. If the flax is underneath a farm, Egypt might actually be getting more from the tile than if it converted to a plantation (adjacencies, agribusiness, etc.). A human might make the same choice, if he felt worker turns were better spent elsewhere.
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