AI not building settlers

Ri-Hatz

Chieftain
Joined
Jun 23, 2008
Messages
93
I noticed this by using the debug mode and ai autoplay.
In the attached savegame the Khazad are not building settlers. Their capital produces nothing for a lot of time. There seems to be enough space to settle.
Other Civs are expanding just normal.
Im using version .34h
I noticed this in previous games with Einion Logos too.

Heres the save: View attachment AutoSave_Initial_AD-0001.CivBeyondSwordSave
 
yeah...i also happened to notice that sometimes certain civilizations just don't expand...

in my current game sabathiel never bothered to build a settler and is still stuck with his first city while all his neighbors have 5-8...
i opened the wb and he seems to be building axemen continuously, though hes not at war and i really doubt that was caused by a barbarian rush (cause they all target me atm -.-)
 
I saw this happen often but ONLY with the mapscript Erebus (note: already from version 0.33), which I avoid since I found out the problem.
 
In most games the Khazad don't build settlers till turn 100 or something like that and I use the normal FFH2 version. They are the easiest target you can get at this time.
 
if they don't have enough money it would make kind of sense for them to not expand due to the dwarven vault. maybe they should start with 100 gold to counter this?
 
From my experience AIs don't build settlers, when their capital doesn't grow much due to lack of food tiles.
This is either related to the startlocation in the map (forest everywhere, no food ressources or grasland) or to the research path (no early bronze working or agriculture).
You can observe this in your own cities, when the city manager goes for stagnation at pop2, because two grassland mines give the most output among all tiles and there are no farms yet.
The AI probably doesn't build a settler until pop3 or 4!?

In addition it may be possible that barbarians cause the AIs to spam warriors/scouts, when they finally have a pop3 capital, which delays a settler further more.
 
The Khazad should beeline technologies with buildings and civics that give them more money instead of a Religion that consumes your research for 60 turns and leaves your resources unused. Markets and God King give you much money with not much technological effort and are strong in every situation. With God King you can research on 0% for 2-4 tunrs and you have the money for a new city. At the beginning, when there is room to expand you should have the goal to have normal vaults in every city, while later on when expansion is complete you can have the goal to get the maximum out of the Vault mechanic.
 
At the beginning, when there is room to expand you should have the goal to have normal vaults in every city, while later on when expansion is complete you can have the goal to get the maximum out of the Vault mechanic.

heh, i usually leave the vault empty for the first x turns, untill my normal REX tour is finished. Usually, by that time i've got an economy tech or 2, as well as RoK, allowing me to fill the vault back up quickly. Imo working on filling the vault earlier is simply a waste of time, while all the other civs block you in.
 
The Khazad should beeline technologies with buildings and civics that give them more money instead of a Religion that consumes your research for 60 turns and leaves your resources unused. Markets and God King give you much money with not much technological effort and are strong in every situation. With God King you can research on 0% for 2-4 tunrs and you have the money for a new city. At the beginning, when there is room to expand you should have the goal to have normal vaults in every city, while later on when expansion is complete you can have the goal to get the maximum out of the Vault mechanic.

Great point! It's pretty clear the elves and dwarves are still beelining the founding of FOL and ROK respectively.

In addition to pretty much preventing other civs from founding these religions I think this beelining when the tech takes a huge number of turns really sets these two civs, especially the dwarves, back.

Honestly, I'm wondering whether this game/mod needs ANY beelining at all.
 
I still think that forest/junglecutting should be moved to earlier techs so that the AI can get rid of all those forests quicker. in FFH chopping doesn't give many hammers anyway so it's not really powerful, and it's especially needed in the Erebus mapscript that has lots of forests around. btw, the AI should be less prone to build scouts when under attack. yesterday I was besieging the doviello capital ( early game, it was their only city ) and they were building scouts instead of warriors... not wise :D
 
[to_xp]Gekko;7414803 said:
I still think that forest/junglecutting should be moved to earlier techs so that the AI can get rid of all those forests quicker. in FFH chopping doesn't give many hammers anyway so it's not really powerful, and it's especially needed in the Erebus mapscript that has lots of forests around. btw, the AI should be less prone to build scouts when under attack. yesterday I was besieging the doviello capital ( early game, it was their only city ) and they were building scouts instead of warriors... not wise :D

I support this. In our multiplayer games we only play with an arid climate, because then at least you have a starting position for everyone. Unfortunaly the problem with arid maps is that you only have about 3 places where you can settle. Make forestchopping possible with mining or even from the beginning, because right now it's nearly impossible to settle at a position with many forests (except with the Elves. This is one reason why they are so strong). Move junglecutting to bronze working and everything is fine.
 
I support this. In our multiplayer games we only play with an arid climate, because then at least you have a starting position for everyone. Unfortunaly the problem with arid maps is that you only have about 3 places where you can settle. Make forestchopping possible with mining or even from the beginning, because right now it's nearly impossible to settle at a position with many forests (except with the Elves. This is one reason why they are so strong). Move junglecutting to bronze working and everything is fine.

seconded!
that should really balance out the game on various maps...
 
Back
Top Bottom