wolf_brother
King
Hey all, Jewmpaloompa and I are currently working on a mod and we've been playing around with several different ideas. One of them is implementing religion in the game via a series of buildings, with each religion having a 'temple'-like building as the base. So then, for example, in the Buddhist series you can build a Pagoda improvement and then from there you can build The Mahabodhi Temple and other wonders as long as you have four, five, etc, Pagodas throughout your empire, representing the 'populatity' of the religion in question. Each of the temple-improvements cost 10, has 1 maintenance, and then gives two happiness. We decided to not have the buildings give culture because of cultural buildings being auto-destroyed when you take a new city, and we figured that the faith of the people in any given city wouldn't suddenly change, or they all wouldn't suddenly become agnostic or atheist, simply because someone new was in management.
However, there seems to a snafu in the setup. I've done countless playtest games, and the AI never seems to build the temple buildings. I've tried giving the temples different 'throw-away' traits such as 'doubles sacrifice' and 'stealth-attack barrier' to see if the AI will go for it, and still nothing. I've even tried having the temple buildings produce one culture per turn, but the AI doesn't seem to go for that either because they can build a Tomb improvement that only cost 1 but produces just as much culture per turn.
My question then is, have we just discovered the AI simply doesn't care about city happiness, or is there some other explanation for this behavior. Has anyone else noticed this trend or can they verify it from their modding experience?
Edit: I should also mention that we've made it so that every unit cost one population point. Could it be that the AI doesn't care about happiness when they know (if the AI can be considered that intelligent) that they can just throw away a citizen by building a unit, and they make up for the lack of a temple building with entertainer-type citizens, luxuries and the luxury slider? Food for thought.
However, there seems to a snafu in the setup. I've done countless playtest games, and the AI never seems to build the temple buildings. I've tried giving the temples different 'throw-away' traits such as 'doubles sacrifice' and 'stealth-attack barrier' to see if the AI will go for it, and still nothing. I've even tried having the temple buildings produce one culture per turn, but the AI doesn't seem to go for that either because they can build a Tomb improvement that only cost 1 but produces just as much culture per turn.
My question then is, have we just discovered the AI simply doesn't care about city happiness, or is there some other explanation for this behavior. Has anyone else noticed this trend or can they verify it from their modding experience?
Edit: I should also mention that we've made it so that every unit cost one population point. Could it be that the AI doesn't care about happiness when they know (if the AI can be considered that intelligent) that they can just throw away a citizen by building a unit, and they make up for the lack of a temple building with entertainer-type citizens, luxuries and the luxury slider? Food for thought.