Post edited as i go through the examples if i may say i mean anyways:
Here is which version i use for each example (i try to put the version tag (especially for early versions but may not always do so to be kept in mind ideally i mean anyways), for some of these versions it is not official version name just a name i chose to categorize i mean anyways the latest version i downloaded at that time that i used for all a specific group of examples i mean anyways):
- examples 1-16: advciv 1.11
- examples 17-123: what i call advciv 1.12 (not official version name, latest i could download 03 february 2025 if i'm not mistaken i mean anyways)
- examples 124-189: what i call advciv 1.12.2 (not official version name, latest i could download 25 february 2025 if i'm not mistaken i mean anyways)
- examples 190+: what i call advciv 1.12.3 (not official version name, latest i could download 11 march 2025 if i'm not mistaken i mean anyways)
(would have liked to provide git commit id i mean anyways but i used download zip from web interface (did not clone manually myself i mean anyways) and it seems git current commit and git files are not in the downloaded zip i mean anyways, but maybe this data can help of approximative latest at download date i mean anyways)
See examples's posts for details on thoughts about each example i mean anyways.
High priority:
- units baited: AI suiciding troops/getting baited, in particular example 37: impossible to enjoy the game where AI freely suicides 14 troops out of capital range on an unroaded tile just next to my catphract and catapult stack, cataphracts that can directly attack his very nice capital, and his units could have defended his capital instead of suiciding uselessly/inefficently i mean anyways, almost as bad in example 161, almost as bad in example 180 (the part that is worse is that many of the units in the AI's stack are catapults i mean anyways and they got baited too and are now in direct range of my invading stack without having even bombarded my invading stack), a bit less but similar but also example 230 (Rome AI stack is in attacking range of my troops and his capital is much less guarded) that also contains a suggestion to add a "war-like" state where AIs respond to big stack moves of non "friendly" rivals i mean anyways without going full out in war mode but almost with the idea that this extra time may help them defend better their core cities if out of position or have a bit more units or something else i mean anyways, quite similar but also example 35, different but also AI getting baited by empty city despite much stronger enemy stack waiting to ambush + does not pillage sheep pasture tile it was on nor retreats (example 160 problem 5), a bit less example 56, a bit less catapult getting baited but worse attacking one unit instead of 2 (example 54), less but also axeman city defender in weakly guraded city gets baited against its counter unit type instead of being a nice city defender (example 207 problem 1), less but also example 148 point 2 if i am not mistaken last surviving city defenders attack during their turn and die in combat in the game i mean anyways so city is left empty next turn i mean anyways, much less but also examples 32, 36, 38, 43, 50, 51
- the part about enemy stack attacking city while being undernumbered (4 enemy units vs 15 swordsmen guarding city i mean anyways) (example 59)
- ressources not improved or/and having forts on them. Most importantly, worker building fort on an already improved pasture sheep (example 81) or on spices plantation (example 130), definitely something wrong here, on top of the fort improvement itself not being efficient/cheap and pastures already if not always available, less but also example 41 (ressources are in city radius and could benefit from ressource-specific i mean anyways improvements instead of fort, + is cheaper to build than a fort i mean anyways)
- workers building another type of improvement on tiles with ressources (mine on marble hills plains in this example i mean anyways) instead of ressource-specific ones (quarry in this example i mean anyways) or none (would be a lot more efficient to wait for masonry at least in the game i mean anyways and do other improvements in the meantime, rather than having to overwrite this mine marble into quarry marble very inefficiently later i mean anyways (example 191 problem 2)). Similar point for other tiles with ressources. Mentions also the fort issue, and takes into account briefly i mean anyways the case of forts being useful as canals or other similar uses where exceptions could be made maybe ideally i mean anyways of the general rule i suggest to disallow non ressource-specific improvements on tiles with ressources to increase worker efficiency i mean anyways. Also added in this example a suggestion to prioritize chopping forest that are close to the border in case the tiles culture swap so the player gets the chop forest hammer yield before that i mean anyways.
- prioritize nearby food when settling, especially example 95 (the part about AI settling on sheep grassland where could have gone nearby for sheep+fish or sheep+crab+iron(if revealed)), a bit less but also AI settling very low food location instead of nearby double clam + ivory site (example 214), less important but also example 48 (the part about AI ignoring crabs and blocking almost all settling spots with its central plant getting no sea ressource, less but also example 24 (for the corn nearby ignored/not settled near city radius i mean anyways), less but also example 127 (AI favouring ice/hills/tundra non coastal plant over one tile east a coastal plant with 6 coast tiles, yields more gold and should be much more valuable for no food cost), even less but also example 26 (for the deer ressource + more open location if i may say i mean anyways), also but even less example 30.a.1 (a bit more grassland tiles/farms potential i mean anyways, less desertic/plains ones, less cultural pressure on this spot)
- do not start war then withdraw just the turn (or soon i mean anyways) after invasion without city attack, very unimmersive/unrealistic/unefficient, gather a bit more troops if want to don't do this weird fake war declaration if i may say i mean anyways: example 16 (advciv 1.11), example 17 (advciv 1.12), 25, 27, 76
- the part about better estimating relative power, so that AI does not declare war if he is not strong enough to attack ideally (example 160 problem 1), also make naval units value much less (if not already existing i mean anyways) in total relative power due to their inability to conquer cities or kill land units if i'm not mistaken i mean anyways (example 148 point 3)
- the part about AI not retreating when enemy stack is stronger than his or strong enough to be better for the AI to not attack or/and withdraw ideally (example 160 problem 2)
- Shanghai city is almost not improved at all in 325 AD despite being founded in 2320 BC (save files included in that range i mean anyways) (example 208 problem 1)
- AI settling very far instead of preparing for war, he splits his troops and increases economy cost at critical time, plus does not use it instead to build units (example 47)
- declaring war to far away rivals being left defenseless instead of closer ones or none (example 83), except if they have a low risk and quite high gain in doing so (example 208 edit 2)
Medium priority:
- Trading bugs or/and inconsistencies: they do are broken and would be nice if looked into:
/- asking him what he wants for cow he says deal is not possible but manually inputting 3 gold per turn in exchange he is ok (example 31)
/- 4 of my items against 30 gold per turn he is ok but giving an extra 5th item for free for the same 30 gold per turn he doesn't want anymore (example 34)
/- he is ok to accept 3 of my ressources against one of his deer, but asking him what he wants for deer he says nothing (examples 68.1 and 68.2)
/- 2 of my ressources + 14 gold per turn vs his deer+spices he is ok but 3 of my ressources against deer+spices he says a deal is not possible (but he accepted these 3 ressources vs his deer in 68.1) (examples 68.3 and 68.4)
/- 3 of my ressources + 14 gold per turn vs his deer+spices he says a deal is not possible (however he agreed to a less generous trade in 68.3) (example 68.5)
/- clam+crab is 14 gold but clam+pig is also 14 gold (however he values pig less (6 gold) than clam/crab (8 gold)) (example 105.1),
/- crab+pig is 14 gold but the same pig+crab is 12 gold (same items in an other order in trade table should not be at a different trade price) (example 105.2)
/- group trade clam+crab+corn is not possible, but the same trade separated in batches of first clam+crab and accept and then trade again corn separately works in the same turn (example 106)
/- trading in one go fish+clam is only 14 gold, but trading in batches first fish 8 gold then accept then trade again and trade clam for 8 gold now is in total 16 gold, more than the previous 14 gold (example 113)
/- new gold per turn "magically" appears after a first trade and is now available for extra trades during same turn (but hard to guess and does not always happen (depends on the circumstances of the game) which is inconvenient, ideally total gold AI is willing to trade during the turn would all be visible/available i mean anyways), also less but in this same example this new gold creates a mismatch of sheep+sugar is 6 gold in one go vs 6 sheep then 2 sugar is 8 gold total (same as in example 113 but example 113 didn't have the new gold magically appearing issue if i remember correctly i mean anyways) (example 147)
- make AI gauge i mean anyways more accurately the effective value of ressources it trades, effectively often crab/clam/fish is in most cities and stages of the game only giving 1 health, in some rare cases 2 or late in the game, therefore the value of crab/clam/fish should be close if not equal to pig/deer/cow/sheep, and definitely not the same as corn/wheat/rice which almost always provide 2 health and in all cities and stages of the game (example 104)
- make AI more willing to trade his extra ressources in exchange for other players' ressources, especially strategic ones they don't have, and especially before currency (to avoid the requiring 2+ ressources of other players vs only one of theirs, which would mean they would trade much less and develop less in the game i mean anyways): quite bad in the example where India AI has 5 sugar but does not want (or not soon enough i mean anyways) to trade it vs horse i mean anyways that should be more valuable (example 217), similar but the horse is even more strategic for this AI player: Ramses AI does not want to trade his extra deer for horse which should be much more valuable (example 205)
- AI asking gold for peace while clearly losing: most importantly example 64, less but also example 22
- squeeze more cities in tight spot/landmass: example 48 (the part about AI squeezing more cities on tight landmass, but not in a way that would result in planting on food ressources (as in example 95 (i don't know if i developped this point in the example explanation but: the fact i mean anyways that not settling on sheep grassland would block a potential 2nd city spot i mean anyways, still not a reason (according to me i mean anyways) to settle on the (very valuable) sheep grassland if i may say i mean anyways)), example 40 (Japan AI not settling the eastern coast, which would be even more possible if tokyo city was planted one tile north i mean anyways)
- make wounded enough units (say below 60% health/strength) units go back to safe cities and/or tiles, not in range of ennemies i mean anyways (example 84)
- make AI units more reluctant to attack their counter types i mean anyways, for example axeman not(/less liekly) attacking chariot, chariot not (/less likely) attacking spearmen, etc i mean anyways (example 207 problem 3)
- make weaker AIs unwilling to declare war on someone else by trade as they could be backstabbed by the one they trade with, or by other stronger rivals while they become even more defenseless (example 94 (except 94.3) (detailed a bit in the edit 4 of example's 94 post)
- weird that China AI (strong military power) can accept a war trade to declare war on Zara Yaqob AI (score leader) despite +3 relationship modifier with him i mean anyways, way too convenient for me, see full explanation in the post below for details (example 101)
- attacker should attack from highest defense bonus tile if possible (example 55, example 160 problem 4)
- zulu AI continuing his offensive despite me threatening his core cities i mean anyways (example 97)
- trick the AI into thinking all his cities are conquered even unconquered ones, perhaps to spread his stack more or have it fall back to bigger cities that are left undefended almost as he is attacked, instead of the stack staying parked in a very weak conquered city (same as what happened in example 61) (example 136)
- the part about making unit promotions more accurate, more often city garrison for archers/longbowmen, more often strength for mounted units, etc i mean anyways) (example 49), and the part about the weird/inefficient woodsman promotion in this context i mean anyways (example 53)
- the part about buffing woodsman promotion by giving it same attack bonus as defense bonus it provides (may apply to jungle/forest bonus units gain separately too i mean anyways) (example 160 problem 3 (i don't know if i also mentionned it in example 53))
- mongol AI blatantly building a windmill next to a banana cottage, ignoring to improve banana into a plantation if i am not mistaken (and should have calendar unless i'm mistaken i mean anyways) i mean anyways (example 89), a bit less but also mongol AI building a cottage on banana tile when plantation is most likely available and not building a plantation (but would need to check tech of mongol AI to be sure i mean anyways) (examples 85.1 and 85.2), less but linked zulu AI building cottage on another banana tile (maybe does not have calendar though), but there are better tasks to do (chop jungle grassland, chop forest plains, mine hills plains among others) before doing an improvement (banana cottage) that would be removed later (into a plantation) (examples 85.3.1 and 85.3.2)
- should not escort settlers out of cities during wartime, especially near my troops: examples 14 (after i destroy his city, advciv 1.11) and 15 (keeping his city alive he still wants to move the settler there in combat zone though i mean anyways advciv 1.11), examples 19 (advciv 1.12), 67.1
- why China AI converts to judaism while he has (i think) no benefits to do so unless i'm mistaken and much more potential losses (as all/most big rivals have all the former religion China AI had before this conversion) i mean anyways. After reading your reply, i am not convinced xd (i mean i rather agree with you that i find it very questionable if not plain not optimal/ideal i mean anyways), i think it's worth investigating and a change perhaps, as it is quite problematic i think, the roleplaying is very uneeded i would say, AI hurts itself way too much (only benefit i see is theocracy for military units getting more exp but it should not be worth making the entire planet (of strong rivals from your friends to your hated foes xd i mean anyways), some variety maybe, but not when it hurts (too much) the AI (for in this case about no benefit), so i would suggest this again i mean anyways (example 110)
- the part about making workers improve first unimproved tiles in city radius that are high enough in yields after improvement (for example jungle/forest grassland, hills, etc i mean anyways), rather than overwriting existing improvements while unimproved tiles could be done first i mean anyways (example 142)
- unumbered suggestion to make workers not improve tiles outside of city radius until they are done improving all tiles in city radius (except chain irrigation or similar cases i mean anyways)
- rerandomize (lower performance cost than direct tile swapping maybe i mean anyways) every few dozen turns in overlapping cities, when city has enough of the high yield tiles for itself, so that it doesn't hog all ressources for itself while overlapping city(cities i mean anyways) has(have) much less i mean anyways (example 164 point 2)
- have a small delay before planting of 2-3 turns before key techs are discovered in case a key ressource (especially close by i mean anyways) is missed due to planting too soon i mean anyways (example 164 point 3, maybe example 132 files where copper was close to city radiuses could be used as a base?).
- do not plant on metals: additional sample files i mean anyways. Especially if on grassland or similar tiles, very rare now but sometimes still happens (example 164 point 1), also examples 75-B and 141 (see example 164's post -> point 3 -> edit 4 for details i mean anyways). Or try to plant with them in city radius when they are near (example 132 files) (see example 164's post -> point 3 -> edit 4 for details i mean anyways).
- why not enough chopping and all forest is still not chopped at turn 150+ i mean anyways? Isn't it more valuable to do these chops early enough in the game? (example 164 point 4)
- do not keep naval units in city as city is about to be conquered (which would destroy said units i mean anyways) (very bad in example 148 point 1, less but also example 100)
- make AI production/ratio of military land vs naval units depend on the number of players that are reachable by land (create more naval units if more players need naval units to reach them, and more importantly (much) less naval units if most players are connected/reachable by land i mean anyways (military production capacity i mean anyways would be much better used for land units or/and buildings or/and other things i mean anyways) (example 148 point 4)
- give players alternative colors if a color type (for example "blueish" i mean anyways) is alredy picked by other players, to improve map readability i mean anywyas (example 209)
- 2 slave revolts happen in same city 2 turns in a row, + suggestion that if "pay and investigate grieviances" option is chosen, city would be immune from subsequent slave revolts for some turns (maybe 10 turns for example) (and a few turns later a 3rd event (not slave revolt) happens in same city again i mean anyways) (example 227)
Low priority:
- worker leaving the city unescorted, instead of staying in city or in safe tiles: very bad in example 57, a bit less in example 52
- do not start war then not invading at all (example 69)
- wounded unit very weirdly staying idle instead of following the retreat i mean anyways (example 77)
- the part about city defender (axeman) leaving city to go i don't know where i don't know why i mean anyways away from his city i mean anyways (but not to attack my incoming stack) (example 53)
- invading units staying weirdly idle in enemy territory instead of retreating (example 67)
- Mansa Musa AI improving 2 identical tiles already improved (farm plains), the same turn, into 2 plains cottages, which seems unoptimal to me i mean anywyays, possibly do other tasks first? Added the data point with extra save, added these in case it may related to oscillation issues or/and you'd want to investigate or/and tweak i mean anyways maybe this data point can help maybe (the tiles are also are next to each other) (example 128)
- weird need to adopt bureaucracy else no tradeable tech (example 12)
- very inefficient tech path/trade with other AIs: example 3 (advciv 1.11), less or different but also example 7
- make sure improved ressources are connected, in this case the road connection involves roading in enemy territory (my territory), they have no problem building the quarry to improve the stone and road the stone tile, but leave without roading back one more tile to the rest of my route network, i consider pillage threat in the specific post (example 58.1)
- better settle tight spot (small island i mean anyways) (example 6)
- settler inefficient wandering/back and forth i mean anyways: examples 28, 30.b.1, 30.a.2
- the part about revolt being too high especially in the early part of the game i mean anyways when culture production capacity is low i mean anyways (no code of laws or/and no caste system or/and no music or/and not being able to build culture or/and lowly developped cities i mean anyways with low population count that can't sustain high number of artists i mean anyways) resulting in (at least me i mean anyways) producing more units than needed to, not to keep pushing but just to stabilize my economy (and not getting attacked), not sure it's the best approach but it worked, culture was ineffective in reducing revolts soon enough to develop economy or/and having enough military power to keep being invaded/declared war on later i mean anyways (example 59).
- avoid cities (especially new ones) being destroyed/captured by barbarians due to low garrison (but not require too much garrison else cities would be built (+/- too much i mean anyways) later), +/- move troops closer to edge cities not so much central ones (example 30 should address this, i may have also talked about this in other examples in the detail of their topic may see it maybe while looking at the example detailed post i mean anyways (from memory example 4 did mention it possibly among others too i mean anyways, i unfortunately did not note it in the filenames so can't pinpoint which exactly just from filename, but i assume i talked about it in a few other examples as you pointed in your summary too i mean anyways (would need to check but i may not do so in this case i mean anyways)
- inconsistent rival stack move based on the unrelated move of my own military stack (but at peace and quite good relation (in +/- score i mean anyways) with this AI), would be nice to look into but maybe complicated or/and not easy, i don't know if wished/possible for advciv to make it more consistent i mean anyways and not affected by unrelated units's moves i mean anyways (example 33)
- weird that AI axeman chooses to attack its counter type (chariot i mean anyways) and even weirder that it wins, much more weird even that this axeman winning is almost full health after combat i mean anyways (example 207 problem 2)
- is so many low strength units (19 archers in this case i mean anyways) so early in the game, in capital city for Mehmet AI not too much and is it efficient for his economy i mean anyways, even though he is at war with Stalin AI, (and seems to have copper)? (example 129.1 and 129.2)
- units split unevenly between cities despite an enemy stack approaching a weakly guarded city, and a stronger city guarded (much) more than needed, maybe spread more evenly the forces between cities (may guard strongest/best cities more but still afford enough guard on weaker cities if there is enough excess guarding units available, not concentrate them all too much in one place, hence losing cities as a result despite having enough total military power to repell the attacker i mean anyways) (example 129.3)
- save file automatically ends turn as soon as it is loaded, unlike the other save files without option change (example 143)
- UI: add a "willing to become vassal" icon in Foreign Advisor/Glance (example 145)
- UI: add peace treaty icons for AIs too in Foreign Advisor/Glance (example 148 point 5)
- UI: add great person icon for buildings/wonders in city view i mean anyways (example 39)
- the part about having pathfinder choose the path with most roads, if movement cost is equal, instead of a path with more non roaded tiles, would help a lot if i want or the player wants i mean anyways to actually change last order in the game i mean anyways, then it would already be on a roaded tile and this potential movement i mean anwyays would be faster (example 161 edit 3)
- seemingly another pathfinder bug: suggests an extremely long route moving 2 tiles into Japan AI's territory (at peace and no open borders with him i mean anyways), but moving one tile into his territory works fine it seems i mean anyways (example 178 problem 1)
- related pathfinder red circle questions (is it a bug?): pathfinder shows a red circle despite no enemy unit being there (without vision: example 178 problem 2) (with vision: example 178 problem 3), and pathfinder doesn't show a red circle when walking on tile with only workers on it (example 178 problem 4)
- great person total percentage seems bugged: total chance is 100% + 2% instead of 98% + 2% or 100% (total of each type of great person should not be higher than 100% unless i'm mistaken i mean anyways) (example 229 has most data for this i mean anyways, also happened in example 208 problem 2)
Very low priority:
- the part about the Alt+X mark not working during some turns but working fine during some other turns i mean anyways (example 91), also similar in example 156
- the part about adding Alt+S shortcut "enter a caption" in sevopedia if it is indeed missing if i am not mistaken i mean anyways (example 91)
- AI not using great prophet (spawns in holy city too) to create a shrine i mean anyways if enemy military units are in direct range of holy city i mean anyways, instead great prophet keeps skipping turn, ideally should use it as soon as possible for the city he wants to to use it too i mean anyways (example 112)
- AI unit production pace is low after war (example 23)
- pillage tile if possible (example 20)
- moai timer is not refreshed in map view i mean anyways immediately after trading stone, need to manually enter then leave city view i mean anyways to refresh it (example 165)
- technology advisor timer of currently researched tech i mean anyways is consistently not synchronized (inaccurate and with a mismatch in problem 1, inaccurate and with a missing value in problem 2) with the tech timer of top bar (accurate it seems i mean anyways) i mean anyways (example 175)
- no production in cities or tech prompt after ending turn just before win turn i mean anyways, seems like a bug though if i am not mistaken i mean anyways (example 69.3)
- worker capture chance: examples 21, 86
- increase worker efficiency by spreading/splitting their tasks i mean anyways (example 58.0)
- plant sooner if location is good enough and an enemy settler is nearby (threatening to plant thus i mean anyways) (example 46.1)
- fancy worker improvement tiles order (start with high food terrain (e.g. i mean anyways grassland before plains) for farm and cottages, not plains), but not sure it is easy to implement, would be nice though if possible may increase AI strength or/and be nice to look if i may say i mean anyways, very low priority due to maybe unlikely to be implemented at least not fast in advciv or maybe it is wished/possible for advciv i mean anyways (example 82)
- balance changes i mean anyways (example 92)
- trading issue of lower priority i mean anyways: when AI is ending a previously per turn trade, some items (here silks in this example i mean anyways) cannot be removed manually, only "clear table" works i mean anyways, however all the other items can be removed manually. I think there is no real reason to specifically prevent the manual removal even if AI doesn't want this item later, unless i'm mistaken i mean anyways (example 63)
- make weaker AI not obligated to go all out on the war they agreed to (example 94.3)
- not a numbered example, but great artist output may be too high especially early, maybe reduce it from 700 per era (as it seems to be i mean anyways) to 600 per era?
- clarify message "We have enough on our hands right now" when it applies to a refusal to accept a vassal proposition, as it could be assumed to be related to war preparations rather than vassal refusal. Something like "We would have to join you in the war if we did so" or "we don't want to be dragged into a war right now, our hands are full" would be much clearer (example 149)
- not a numbered example, but have civs have different colors if many already use a color (especially if nearby), happened many times in my games where 3 civs next to each other are orange/yellow with slight variations or nuances of green or other colors that look similar on the map and are hard to read, would be nice if in that case they would switch to another unused color for more contrast as much as possible i mean anyways
- UI: very misleading that grocer is shown available at currency next to markets i mean anyways, however ideally a difference should be made in the UI between a tech that allows to build something vs a tech that is only one of the requirements for this thing to build i mean anyways (example 167)
Should send:
- avoid rocky chains i mean anyways and prioritize nearby food (city placement) i mean anyways (example 79)
- use a great artist on a vassal's city i mean anyways (but maybe it is possible?) (example 74)
- building a questionable watermill on top of farm, would/should it be improved in advciv if wished/possible, is my understanding correct that the farm is better in this hilly/plains city if i may say i mean anyways (example 90.1)
- i don't know if defying resolution is worth it for China AI i mean anyways (example 102)
- mongol AI not using catapults in city to weaken enemy stack next to city (catapults are much weaker/less useful as defenders if i am not mistaken i mean anyways) (example 99)
Maybe send:
- prioritize nearby food to include the banana (city placement i mean anyways), but not sure the spot is better, because although banana would be gained later in the game (early city plant), it would result in more sea/coast tiles (not coastal city), that would be less valuable than more land tiles, so not sure to send this i mean anyways (example 78)
- make AI use great artists more often as culture bombs, especially in war/border context may change a lot of things, i don't know if such behaviour exists or is wished/possible for advciv i mean anyways (example 75)
Maybe send after/if i'd look later at it:
- why can i not irrigate/create farm on this tile: examples 62, 96 (even though i have civil service and a nearby farm to a city is irrigated, city from which worker tile is adjacent to i mean anyways), 108
Possibly solved? (i don't know):
- the part about settling tighter to my borders in spot 1, a direct expansion from his land that provides nice ressources and good land i mean anyways (example 8 (advciv 1.11))
- watermill at the angle of river (example 44)
- worker mine windmill chainloop (example 70)
- "rebuilding effort" with message but most importantly yellow exclamation mark in city as if something happened in the city (why put this exclamation mark if forge was not destroyed), would need to check your comment to (try to) understand if this is indeed solved or expected design if i may say or not maybe i mean anyways (example 103)
- AI keeping his 10+ unit stack in a 1 population conquered city, while all his core 10+ population cities are almost defenseless yet he does not retreat (or attempt to to defend them) i mean anyways. Seems rationnal but i'm not sure if AI is very smart or just broken i mean anyways (example 61). After reading your reply i mean anyways thanks, ok, the AI behaviour is very unoptimal but it seems it is not easy (even though much desirable as you said i mean anyways ideally i mean anyways) to change, i would keep it in possibly sovled at least to remind it, technically i think the issue is a valid concern, just the implementation not easy (but it's not me who does it xd), thanks,
- open borders "not right now" but rest of the trade table is "never trade with you our worst enemy", a few turns later all the table including open borders is "never trade with you our worst ennemy", seems like a bug or may be intended (example 65). After reading your reply it seems to make sense to you i mean anyways (i didn't get all xd but if it's how it's intended so be it). I am not sure this design is ideal, if you want to take a look the file is there. Possibly solved if behaving as intended, if want to look into i added the save file just to be sure, thanks,
Solved:
- planting choices: examples 1 (bold but too far from him and too close from me + lot of jungle i mean anyways), 4 (too far away or/and better sites (iron-corn-cow vs stone-sheep-incense-desert-copper)) and 5 (too far away from his land is it economically worth it i mean anyways on top of hard to defend if i attack it after he improves the land for me i mean anyways)
- the part about the settler waiting idle in city many turns (example 8)
- planting on metals not near them if possible/maybe better i mean anyways: examples 2 (hils plains iron), 9 (hills desert copper), 13 (copper grassland)
- "fear too advanced" misleading text (example 10)
- spare as friends works only once for same request (example 11)
- hut luck random vs auto i mean anyways (example 18)
- open borders pathfinding bug i mean anyways (example 80)
- refused to stop trading with worst enemy is -5 relationship modifier??? Is it a bug or intended or/and i am mistaken or not maybe or not i mean anyways in this case mean anyways? After looking you are correct it seems to have started at -2 around 500 BC approximately and increased to -4 then -5 (didn't look in detail but every few turns so seems solved, at least it's not -5 in one go as i thought xd so all good i mean anyways) (example 88)
- share water improvements between cities i mean anyways, for example moai giving bonus in overlapping city, or lighthouse giving +1 food in overlapping city that doesnt have lighthouse (not nonsensical) but i don't know if easy or wished/possible to implement in advciv or maybe already existing(? if i may say i mean anyways) i mean anyways (example 73). After looking at your reply i mean anyways thanks, yes this was a (flavour) idea i had, not having too much of a strong opinion on it, thanks,
- making an AI make peace with another player would give positive relationship modifier (kind of how but opposite bringing a war ennemy in deteriorates if i may say i mean anyways relationship (negative modifier) i mean anyways) (example 60). After reading your reply, i might disagree a bit, here i am doing Alexander AI a favour as his rival is crushing him if i remember correctly, but perhaps a weak ally in the game i mean anyways might just be defeated and die in the game i mean anyways. So i would not agree (edit: meant argue (as in develop etc this point i mean anyways) i think i mean anyways) too much further on it, it is also not the core of AI changes i would much want to have, thanks, but i think/thought the idea is still a bit, perhaps not the most convenient/practical in practice if that makes sense i mean anyways, thanks,
- why after conquering mongol city, large city radius of utretch is not fully unlocked i mean anyways (example 90.2)? After reading your reply, ok, seems not the most convenient or rather necessary i would say maybe or not i mean anyways but at least there is an explanation and it is not a bug i mean anyways, so i would consider it solved, thanks,
- why when trading banana+sheep with Zara Yaqob AI, who is the worst enemy of Julius AI, it doesn't give me a -1 relationship modifier i mean anyways with Julius AI "You traded with our worst enemy"? (example 118)
- why when switching i mean anyways from "hereditary rule" civic to "representation" civic, i lose Ragnar AI's "You chose wisely your civics" relationship modifier bonus i mean anyways (expected), but i did not gain the "You chose wisely your civics" relationship modifier bonus i mean anyways with Julius AI (unexpected) (example 121)?
- Ragnar AI is "pleased" but he doesn't want to trade world map due to "we don't like you enough" trade status i mean anyways. (example 123)
Possibly not valid (i don't know for sure but most likely maybe or not i mean anyways) :
- add relationship modifier "the enemy of my enemy is my friend" (example 42)
- (not sent): cities being 2 tiles apart while i thought minimal distance between cities was 3 tiles, i assume and after a quick research possibly since they are on other landmasses it's possible maybe (example 66)
- (not sent): worker building farm on floodplains then immediately cancelling it (i assume because a barbarian threat was nearby and i didn't see it maybe i mean anyways, or/and just he would resume it later maybe i mean anyways; and example 72.1 (not sent) same with worker building cottage then stopping it (example 71)
- (not sent): declaring war results in much more favourable random event (could be just how the game is i mean anyways (example 111)
Not valid (my misunderstanding):
- why no granary nor barracks yet he is a warmonger (example 29). After reading your reply, i understand these builds are lost on city capture or have a chance to be lost i mean anyways
- monument double culture (example 45)
- why AI goes north instead of going back if i plant city one tile east of example 46.1 (example 46.2): maybe he found a (+/- new) spot there i mean anyways
- the part about promotion being medic it was guerilla in fact my mistake (example 49)
- why catapult can't move west 2 tiles without ending turn at first tile (example 98): most likely because they had already spent one movement this turn and i didn't notice/see it i mean anyways, i thought the gray button on their unit icon meant i could move them 2 tiles, but had the issue with other units later too i mean anyways if i am not mistaken i mean anyways so most likely i just didn't notice they spent movement this turn and their unit icon would not have to be yellow always maybe i mean anyways (maybe because i ended turn there or forgot?), but this seems (most likely) not valid i mean anyways
- why catapult stack cannot move 3 tiles and only 2 tiles without spending all movement cost for the turn (example 107): because tile was not roaded unlike what i thought and i didn't see it i mean anyways, silly but solved i mean anyways
- (not sent): AI can accepts a trade to declare war on someone but can't be convinced (i assume it's because i don't have enough gold or other things to trade for this i mean anyways so probably works as intended, not 100% sure but close enough to it in this case i mean anyways so i classified it there i mean anyways) (example 109)
- the part about why no plantation on sugar tile: AI did not have calendar so he could not build a plantation (example 142)
- yield count bug on bottom left view i mean anyways of a marble hills plains mined tile i mean anyways: my mistake, tiles yields 5 hammer as described and intended as it seems to be i mean anyways, just that if mine was replaced with a quarry total yields would be reduced by 1 (hence the "-1" i mean anyways, thanks) (example 191 problem 1)
- make sure to build a road on a ressource tile, for tiles with high worker movement cost ((may exclude fast worker or similar i mean anyways) (hills, forest, etc i mean anyways)) as soon as the tile is improved, to improve worker efficiency, and possibly indirectly helping foreign trade or AI general movement i mean anyways: my mistake tile was connected by water so this example is not valid i mean anyways, as for the rest of the optimizations i suggested maybe they are not necessary if connecting ressources works fast enough, if i notice an unusal case i may or not submit something similar, else is fine as is maybe i mean anyways and/or not urgent if any relevant now i mean anyways, thanks, (example 196)
- some ressources (sheep into pasture in this example i mean anyways) are not improved quite late into the game (turn 70+ in this example i mean anyways). Is maybe not valid too as Boudica AI may not have animal husbandry yet. As a pasture appears some turns later but did not count exactly how much, it is most likely to not be a valid issue (It's not as if Boudica AI had animal husbandry and somehow didn't build the pasture fast enough i mean anyways or so it seems, thanks,) (example 197)