AI is not researching anything

Kruelgor

Emperor
Joined
May 12, 2010
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I've come to a screaching halt in creating the roman scenario.

I need to figure out why the AI is not researching.

I have custom civs, a custom made tech tree, and some branches on the tech tree are locked. I've made double sure the AI civs have open branches to research.

Hmmmm........
 
Do you get advisors suggesting you to research a certain technology?
The AI will just follow those suggestions, so it's a touchstone if your flavors are working.

Your locked techs may break the AI system.
Run the FireTuner and switch to the AI players. The research UI will be bugged and stick to the civ you started the game with, but maybe reloading will help. Then you can see for yourself, what hinders the AI to research your stuff.

If you don't find the cause, you have to begin a new test project from scratch, building more complex tech trees step by step. Then you will find out definitely what step will ruin the game.

Yours,
Amylion.
 
Do you get advisors suggesting you to research a certain technology?
The AI will just follow those suggestions, so it's a touchstone if your flavors are working.

Your locked techs may break the AI system.
Run the FireTuner and switch to the AI players. The research UI will be bugged and stick to the civ you started the game with, but maybe reloading will help. Then you can see for yourself, what hinders the AI to research your stuff.

If you don't find the cause, you have to begin a new test project from scratch, building more complex tech trees step by step. Then you will find out definitely what step will ruin the game.

Yours,
Amylion.


Yeah, it is suggesting a technology to research.

I've never used the Fire Tuner before, so I'll give that a try.

Yeah, I think the problem could be within the tech tree itself somewhere.
 
The last tech tree I saw in your roman scenario thread was that the starting tech was uncivilized or civilized. If the starting tech is no longer agriculture you have to change that somewhere too I think.
 
The last tech tree I saw in your roman scenario thread was that the starting tech was uncivilized or civilized. If the starting tech is no longer agriculture you have to change that somewhere too I think.

Are you sure? Awesome, if true. I'll find it.

However, the new tech tree I'm working on is gargantuan, much MUCH larger than the screenshot you saw.
 
Are you sure? Awesome, if true. I'll find it.

However, the new tech tree I'm working on is gargantuan, much MUCH larger than the screenshot you saw.

Have you assigned a starting Tech for each of the Civ's?

That's probably why there's no Tech research being done if you've deleted or removed Agriculture.

<Civilization_FreeTechs>
<Row>
<CivilizationType>CIVILIZATION_AMERICA</CivilizationType>
<TechType>TECH_AGRICULTURE</TechType>
</Row>
<Civilization_FreeTechs>

Use that code for adding a new starting Tech for each Civ, (in the CIV5Civilizations.xml folder).
 
Have you assigned a starting Tech for each of the Civ's?

That's probably why there's no Tech research being done if you've deleted or removed Agriculture.

<Civilization_FreeTechs>
<Row>
<CivilizationType>CIVILIZATION_AMERICA</CivilizationType>
<TechType>TECH_AGRICULTURE</TechType>
</Row>
<Civilization_FreeTechs>

Use that code for adding a new starting Tech for each Civ, (in the CIV5Civilizations.xml folder).

Yep, tried that already. No luck.
 
Well, I've spent maybe 18 hours so far trying to pinpoint the source of this problem, and no luck.

Today when I get home, I'm going to strip down the tech tree and start over, starting with just a couple of technologies and see what I can discover.

I took a look here at the existing modded scenarios, and can't find a single one that has successfully recreated the very first technology on the tree, so that is not reassuring, as I'm thinking it might not even be possible. There's something terribly wrong here.

The first test I'm going to do today is take the default tech tree and ONLY change up the first tech, Agriculture. I'll seek out every XML code that includes Agriculture and will basically rename it and give it the parameters that I have in my current scenario.
 
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