AI building wrong improvements

IronCrown

Black Foe of the World
Joined
Jun 21, 2007
Messages
674
Next try on bug reporting... I think this time it's a real one ;)

As already noted by others in the general forum, the AI makes some odd choices when it comes to improving tiles. In the screenshot below you see that Victoria has Horses and Pigs in close proximity, but instead of building pastures she builds cottages on both tiles.

This could be intentional (maybe she didn't have Animal Husbandry researched so she improved the tiles as best she could). But I don't think so, it doesn't make much sense. Just improving other tiles until AH was researched would have been a lot smarter. Just researching AH at once when they have horses would be even better.

A couple turns later, her workers razed the cottages and built pastures instead :crazyeye:

Incidentally, this little mistake of the AI meant its premature death: I attacked her early and she had only archers to defend instead of the chariots she could have had by that time.
 
Yes, its true, and workers, where is uranium, build farms, even other workers come destroy that farm and starting to build fortress, and it goes all around....the workers always work, and i think its bug too....
 

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Well she wouldn't be able to see the horses until she has AH anyway. However, she should be able to see the pigs. If she did put a cottage on top of a pig it's very bad. Pastures on pigs are VERY valuable.

In fact, if you look closely, I think you'll find that the thing on the pig (and the horse) is not a cottage but rather the little building that appears on a tile when it is being worked by a city citizen. Sorry to disappoint, but I think you've stumbled again across something which is not a bug at all.
 
Look again on him;) My workers are automated, they destroying their owns emprovements and build new, and destroying again and again... Fortress on coal, farm on uranium and so on.....
 
The cottage on the pigs is not yet completed on the screenshot, but believe me, she is building a cottage there.
 
I have a similar issue half my workers take their time to reduce my farm to anything else before putting a new farm as the city is famished.
 
The cottage on the pigs is not yet completed on the screenshot, but believe me, she is building a cottage there.

Hmm.. In that case, and upon looking closer at the screenshot, perhaps the city York doesn't have any other tiles to work (all jungles elsewhere). So the AI decided it was in its best interest to cottage the grass even if it was only very temporary, while it didn't have AH.
 
And while we're commenting on automated workers, I'd like to complain that workers are happily working far too close to enemy borders when at war. I frequently had automated workers working tiles 1 or two tiles from hostile territory. The older version of automated workers, where they'd run off and hide, were probably better!
 
The fortresses on Bonuses are because their outside of City radius, thus the normal improvements provide no benefit vs a Fort (which connects and makes the resource available in the Cities) and the fort can hold some City Garrison promoted units to easily get around +75% defense and make the spot harder to pillage so its the smart move.
 
I've had major problems with the new AI and workers, and I thought they might of fixed it in BtS. I usually commanded my workers myself, but in the middle of a game with my brother I decided to put them on automated to help save time inbetween turns. Well, towards the 1700's-1800's, they kept going back and destroying all my farms from ages ago to replace them with workshops and watermills besides the rivers dropping the nearby cities by 5 or 6 population at a time. I hope they can fix it to make the workers to think about what might happen if they tear down the existing improvements.

Edit: I've gone farther into the game and now I've found a couple more bugs. For one, I recently expanded my culture to capture a iron mine, but once its within my culture range and a recently built city's range, the workers automatically put a fort ontop of it instead of a mine. Also, they decided to put a windmill ontop of a new aluminum mine when before BtS they would normally go and put a mine ontop of it.
 
Edit: I've gone farther into the game and now I've found a couple more bugs. For one, I recently expanded my culture to capture a iron mine, but once its within my culture range and a recently built city's range, the workers automatically put a fort ontop of it instead of a mine. Also, they decided to put a windmill ontop of a new aluminum mine when before BtS they would normally go and put a mine ontop of it.

For the bit about the fort, read the post exactly one above yours - forts now connect resources in BtS. Putting the windmill on the aluminium is questionable however.

Remember, you can save some heartache by enabling the option "Workers leave old improvements". I always leave this on, but still, the problem you're describing should get fixed.
 
Hm, the fort thing is sorta weird, so if there is a fort on said resource, it counts as if it was a mine/pasture/farm/etc?

I know that it might seem negative from what all I've been posting but I can just sum it down to the major problem of that the workers don't seem to account for what might happen later to what their changes will be which makes the "Leave Existing Improvements" option a must and that maybe they made the workshop too favorable. I havn't heard it much out of other people's experiences but from what I've seen during this game is that the computer loves workshops and overloads on cottage spam and windmill replacements for mines, which in my honest opinion isn't favorable for production, but the AI might just think that they can use windmills for a replacement for farms in the modern age since it does +1:food: and additional commerce with specific techs.

I have to say that the AI of the civilizations of BtS is a good improvement of the original and all the new features are welcome like Corporations and such, just the workers messing up a part of a game can be a letdown. But eh, my opinion can be messed up since I'm upset that my brother has a higher score in the game than me :lol: .
 
The fort isn't the problem, problem is crazy workers, they build fort then they build farm and so on, they don't leave the current title, they building destroying...And building wrong improvements, did you ever see farm on uranium? Does farm connects(like fort) uranium to the city? I think it doesn't.
 
Now i don't even play BTS, the bug's or you can say mistakes of the game, are very disappointing, well what can i say, waiting for patch, Final Frontier looks nice, its good that there are cool mods....
 
I have the same problem that ppl are describing above. Automated are really wierd, lazy and stupid. The most annoying thing is that they are building stuff in a loop on the same spot. When i blocked the option to chop down forests then they rebuilded the lumbermill over and over again. It never stops!

Also, if u have 1 spot island in your posession the automated workers will try to get to it, wich means that they will stay in a town and wait for the island to grow into the main land or something. 3/4 of my lands dont have roads couse of that...

I cant play on huge maps with out my automated workers! Fix it plz!
 

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Now i'm with proof that fort doesn't connect any resource to the city! wanna look? On pictures i've scrolled on resources and took screenshots, if you look where is a fort on resource, in red text shows that it needs mine, in my territory are three resources of coal, but city shows that it has just one. What can you tell?
 

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Now i'm with proof that fort doesn't connect any resource to the city! wanna look? On pictures i've scrolled on resources and took screenshots, if you look where is a fort on resource, in red text shows that it needs mine, in my territory are three resources of coal, but city shows that it has just one. What can you tell?

The first two screenshots have aluminium and iron. While it does say they need a mine, it's not true - they are connected already. Can't you prove this yourself? Try getting rid of the fort and you will see your quantities of each resource decrease. Also, you do have two screenshots showing coal connections but are you sure you're not exporting any? Both these coals should be connected. If you provide a save I might be able to see what the problem is.

About the "require mine" thing, perhaps we could ask that that be changed so that it doesn't display if either a mine or a fort is on the tile. This would avoid the sort of confusion we're getting here.
 
Didn't firaxis know about these "holes" when they were releasing it? Some kind a mess. Well look at my save and tell : am i right or wrong...in both ways many things must be changed by creators..and thx 4 hands up PieceOfMind :)
 
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