Yeah it does.Does the AI also prioritize it in vanilla?
Yeah it does.Does the AI also prioritize it in vanilla?
I sent you a PM to avoid cluttering up this thread with my ramblings.Yeah I'd love to see your changes, and of course feel free to use some of my stuff. You may at least find some of the 'strategies' to be useful.
I'm playing a game with v6 of the mod. A couple of things I noticed:
AI like aqueducts too much. They build them in cities that have fresh water even when there is enough housing and when they can build cheap granary.
I also saw (perhaps) too many aqueducts in v7
Some AI players build very few improvements.
AI build very few ships even when at war.
Hopefully they will release all the resources so that fans can actually make a playable AI in their free and spare time.Too many aqueducts? Really? That's bizarre. I have not seen a single civ other than Rome ever build an aqueduct in any of my test games, and have actually been wondering how to get them to build these.
What mods were you guys using when you observed this?
Which civs were these?
This is at the moment intended. The AIs are so bad at handling ships (they can't actually attack cities with them for example), that unless they're on a full on water map, they shouldn't really bother with them. Definitely requires some tweaking though, especially for those water maps.
Yeah it does.
Hopefully they will release all the resources so that fans can actually make a playable AI in their free and spare time.
I wonder, do they even try anymore...an AI that doesn't even use it's stationed units to defend a city, doesn't use ships to atack cities...it's like all they wanted is to have a semi-scripted, functiona AI that can do the most basic tasks by itself, even if that's in a random order and priority that doesn';t have anything to do with mechanics or victory conditions.
The game itself it's so beautiful, visually yet everytime I try a new marathon game I'm already seeing the whole game ahead...the struggle to build up a basic defense the first 200 turns and then it's just another 400 turns of doing anything I want to .
I play with Omnibus mod, Complete ruleset
Aqueducts provide +2 food to Oases. Also provide +1 food to all tiles within 2 range.
Omnibus v1.1Too many aqueducts?
What mods were you guys using when you observed this?
Half of french cities do not have any improvements but Catherine builds settlers instead of workers. Some other civs also neglect their small cities.Which civs were these?
I saw AI ships attack my cities. Barbarians even suicide their ships when attacking cities.The AIs are so bad at handling ships (they can't actually attack cities with them for example), that unless they're on a full on water map, they shouldn't really bother with them.
What's the easiest way to make these mods compatable? A ruleset?Seems to be caused by this change in the omnibus:
That will make the AI prioritize aqueducts above just about everything else, I think it will count every single extra food that's in its territory as increased yield, even if it doesn't actually use these and thus thinks of it as an insane deal. The vanilla AI will almost certainly do the same thing with this mod on.
I saw AI ships attack my cities. Barbarians even suicide their ships when attacking cities.
What's the easiest way to make these mods compatable? A ruleset?
Question for Siesta Guru:
If slightly adjusting AI weights for culture, faith, et al are causing cities to suffer from a lack of things like districts and other forms of production, would there be any advantage in just deleting the weight changes from core.xml?
I've noticed that Rome has no desire to build improvements beyond improvements to luxury and strategic resources. I've observed this across two games, both of which were King difficulty. I assume it's a product of their expansionist tendency; they build settlers rather than builders.
Is AI aware of enabled victory types? Will it build more incampments if only domination victory is enabled?
Question for Siesta Guru:
If slightly adjusting AI weights for culture, faith, et al are causing cities to suffer from a lack of things like districts and other forms of production, would there be any advantage in just deleting the weight changes from core.xml?
Another question then: what are the original, non-modified weightings? I can't seem to find them...
No, the vanilla implementation has significantly worse problems than the current version of AI+. And due to the way everything itneracts with each other, just deleting this part would make issues within this mod worse.
If you feel the empire building changes are worse than in vanilla, I would recommend just completly deleting the contents of core.xml and individualization.xml.
There are none in the xml. If any weighting is done (which does seem so), it's in the internal code.
Interesting. I bring this up because I've noticed while playing with AI+ (Marathon/Huge) that the AI seems to have issues during the early game with lack of cities and lack of districts. However, they'll shoot out improvements as fast as possible and attempt to take over multiple city-states before building a second city themselves.
One example: last game I started none of my four neighbors had settled a second city by about 2200 BC. Of course in vanilla, AI's tend to pump out settlers rather quickly right from the start.
I know my way around XML and SQL a bit, and was looking to see if there was any easy way to remedy this, as I know the game functions quite differently the longer the turn limits and the larger the maps are.
More weird things I noticed:
Barbarians do not capture my workers when they can.
Barbarians do not attack cities.