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Ai stopped expanding???

JJEllenb

Chieftain
Joined
May 19, 2025
Messages
6
So this is strange and I've not seen this before. I'm playing a scenario map that's on the huge size and for some reason at some point in ancient times all ai civs stopped building cities leaving most of the map unfilled. The romans and Russians had 5 cities, the Dutch only had two. at some point early in the game all civs at the same time said "yep, no more settlers" What would cause every civ in the world to just stop making settlers and try to run it with 2-5 cities surrounded by unclaimed continent? It sort of destroyed this play through. Has anyone ever experienced this?
 
Without knowing what/whose scenario you're talking about, no-one is likely to have a good answer to this question.

Also, since this is a question about AI behavior in a mod, rather than a hardware/software problem, it's not really a tech-support issue. You would likely get better responses by asking in the Creation&Customization subforum, where the pro-Civ3 modders hang out.
 
One reason could be that the map has 512 towns. I think it could also happen, if they are broke or if all the land is taken. I am currently playing on Marla's map and we have reached 512, so the AI will stop making settlers.
 
That had occured to me, but even if it's a 31-Civ map, if they all stopped building Settlers after 5 towns, that's only 150 towns total (plus Player 1's towns). And it seems unlikely that Player 1 could have built 350+ towns in the time it took the AI Civs to build 5 each.

I suspect Settlement has somehow been nerfed, like maybe everyone gets 5 Settlers to start, but can't build more until e.g. a certain tech has been reached, and/or a specific resource has been revealed. Or maybe towns can only be built on a very limited selection of Terrains, and the AI considers all such terrains now fully occupied.

But as I said above, without being able to investigate the .biq, we're only guessing.
 
Sorry I'm new to the forum in since more than a decade. I'll post over there and see what they know. it's my own senario that I'm building. I'd like to know what the heck I've done wrong since I never intended it and don't know why at some point in ancient times everyone just stops making settlers. The map is huge and there's just little primitives doing nothing but stacking units and building what improvements they can but not really going anywhere.

What could I have possibly done to make the ai stop building settlers. The more I rerun this the more I see that how many cities they have is just dependant on how many settlers they have in the building que to complete whenever whatever triggers causes everyone on earth to stop building settlers. This is maddening. It's just a map and a few custom units and one added civ.
 
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JJEllenb, the easiest way to find the problem could be to post here the zipped biq of your scenario so your settings can be checked.
 
I'll post a zipped biq when I'm back at my computer. The only thing I can figure that I change was I'm using a tequnige at the start where I force a bunch of civs to build cities at certain loacations by puting their settler there and surounding them on all sides by my scouts so there's litteraly no tile they can move to. I disband the scouts after they lay the city. Testing through There's also all kinds of production issues related to not just settler production but also worker production. Is the c3mt save game modifier known to cause issues? Because I tend to use that to change other things at the start
 
The only thing I can figure that I change was I'm using a tequnige at the start where I force a bunch of civs to build cities at certain loacations by puting their settler there and surounding them on all sides by my scouts so there's litteraly no tile they can move to.
The Scouts seem unnecessary. If the spot is Settle-able, and sufficiently far from any already settled neighbouring towns, the AI will always settle immediately on turn 1.

This can be seen in e.g. the Mesopotamia Conquest, where all Civs (including Player 1) start with 2-3 Settlers, each placed on a 'historical' location of a major town of that nation. In several cases, these placements also turn out to overlap Food-bonus resources such as Cows (revealed later with Animal Husbandry) or Wheat -- but the AI happily Settles on top of them immediately, wasting that food for the rest of the game. Conversely, having played the scenario a few times, the human would know to move their Settlers off the Food-bonus, thus gaining faster growth immediately (which compensates for the move).

A similar problem exists in the Sengoku Conquest, where many of the preset spawn-locations are also sub-optimal, e.g. on a Food-bonus, or 1 tile away from freshwater, or 1 tile off the coast. Again, a smart human player would then move their Settler before founding their first town, but the AI will not.

I made some tweaks to Sengoku, to give every clan a stronger start (and make at least one island clan also playable, and tone down the OP Yamabushi and Ninja units, and allow the AI to use Armies, pre-C3X).
 
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The additional main question in my eyes is, why are you using settlers that should be limited to found cities in special locations ? Wouldn´t it be much better to generate in a first step a random map with the normal Firaxis editor and than directly preplace those cities on the map ? In both cases (preplacing settlers or preplacing cities) you have to open an existing map.
 
here is the biq. So I need to set to "build often" for all civs settlers and workers? I never really touched any of the settings around there. I added a bunch of settlers and workers to everyone using the save multitool. What that resulted in is things progressing normally it seemed till they disbanded them or added them to their cities or something. Then in the industrial/modern ages the world just got overrun with pollution since no one was building new workers to clean it up. Also I noticed towards the end game most civs armies were pitiful with major world players like Russia and china only having like 4-6 tanks in their whole armies and also noticed civs not doing a whole lot of trading even though they needed too for necessary things for their armies like rubber an aluminum. SO they just sat their with rifleman in modern times and didn't try to rectify it. It's as if the ai just got super stupid.

The scouts were necessary as the Ai would always move like one square and build the city in the wrong location. Stupidly of course they would should be a coastal city landlocked by moving in a square and things of that nature.

Please look over the biq and let me know what you see
 

Attachments

I've quickly looked at it -- been a while since I've looked at base settings but here I what I'm seeing.

Hittites: can't build any units, is that supposed to be like that?

A Barbarian Chiefdom: CAN build everything. . . are you using the EXE mod to have barbarians be another civilization?

These two things might be what is doing it, especially the "A Barbarian Chiefdom" that has to mess items up.
 
The sacrificing of settlers seems to be no good idea. So the settler can not be sacrificed itself, as in the general settings the worker still is the unit to capture, may be this flag has some influence in the AI decision to build settlers.

I have no experience with the c3mt save game modifier as I never needed it. And when looking at your scenario, I think you don´t need it, too. As pointed out in former posts of this thread, the AI settles at the place where the settler is placed, if it can settle on that tile. The scouts and a save game modifier to remove them, are not needed. If you want to be very sure that the settler founds a city at a special tile, set a terrain (I mostly use Marsh) to be the only terrain, where cities can be found and place that terrain at the spots where cities should be founded.

Do you really get the message "yep, no more settlers" or is the message "Too many cities" ?

Btw.: The game starts with 36 settlers.

Unit Stats.jpg
 
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