AI chops

shulgi

Warlord
Joined
Aug 22, 2012
Messages
202
What's the AI policy on forests? Is it saving them for potential wonders or a military build up? Should the AI chop them more rapidly? K-mod has made some modifications on chopping but I don't know much about those changes. A similar question can be applied to jungle which is not a very worthwhile tile on its own and matters a bit less in the world of AI strategy.

Is the AI confused by tiles that have resources along with jungle or forests? I've seen elephant with huts but with the jungle remaining, as well as on the Earth map, Rome being very slow to improve its iron which was under a forest.

What are other people's observations and thoughts?
 
My impression has been that the AI is leaving forests alone for way too long. They seem to do it completely to the detriment of their development and it puts them at a bigger disadvantage when I move in my SoD during war.

I do get the feeling something has been changed here and it needs some tweaking.
 
Not long ago, someone else was saying that they thought the AI chopped too much – but I think they just meant that there weren't many forests left in the late game. I've often thought that the AI's land in the early game didn't look chopped enough.

However I'm not really sure if it's because they don't value chopping highly enough, or if it's because they just don't have enough workers... or if it's that their workers aren't working very efficiently. (Probably it's all three!)

I'm wondering if this is an opportunity to put a bit more personality in the AI. I've already put some small personally balanced value adjustments into the value of keeping forests; but now I'm wondering if I should make some AI just more keen to chop in general. Perhaps, for example, any AI that has 'production' or 'growth' flavour should like to chop. Or maybe 'production' will always like to chop, and 'growth' will only like it when... something. I don't know. Maybe I'll come up with something later.
 
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