Automated Workers Build forts next to city????

giddion

Crusader
Joined
Aug 7, 2007
Messages
258
Location
Melbourne, Australia
Why is it that an automated worker thinks it is a great idea to build a fort right next to my city????

It provides a great place for enemies to sit and attack your from, making any counter attack very difficult. I see the AI workers do this and I always use the forts (citidal by this time) as my point to attack from.

Also, I can't see any use building a fort on a plot like grassland next to a river within my cities workable squares, wouldn't a cottage do better??? Even a farm would make me a little happier.

The only time I think a fort (citadel) is good next to my city is to gain access to water for my ships, or something similar.

I would prefer automated workers do not build forts.

Is it possible to add this into the options menu as a tick option?
If so I would also like;
Automated workers leave ancient forests, rather then the current option. (This is because if I take an elvin city I do not want to change the ancient forest far or mine to something else, most of the time)
 
I feel it same. I'm using automated workers often and only "solution" I found is not to research Construction. Hardly a solution with Lurchuip :)

But maybe I just underestimated forts/citadels?
 
I hate that auto workers do that. As a result, I manual everything and get around the absurd micro headache that entails by moving workers in stacks of 3-5 instead of individually.
 
As I know forts provide protection to units of the player within cultural borders of which it is built. That mean you have no protection from fort-citadel on enemy land. Also citadel provides protection to units in adjacent tiles within range. That mean your city units have additional defence from citadel next to city even if citadel itself is occupied by the enemy.

I did not check that specially but in my feeling a city with citadel in neighbouring tile much more difficult to assault. I am not sure battle odds are shown correctly in this case.

But maybe I am wrong. Does somebody know exactly?

And BTW when citadel mechanics was announced it was stated that fort will grow to citadel only when it is worked. Now it is not the case but AI for autoworkers was adjusted to that rules so they prefer to build forts within fat cross.
 
Civ only uses the highest defense value, they dont seem to stack at all.

You know, it would resolve a lot of defense issues if city defense "projected" to the tiles around the city in question, like citadels do...
 
Civ only uses the highest defense value, they dont seem to stack at all.

Sure? I have too much bad experience about assaulting cities with citadels next and do not know how to check.
 
Where can i find the script for auto workers so i can edit out them building forts ? It is too annoying to watch them destroy needed improvements and build forts instead.
 
I feel it same. I'm using automated workers often and only "solution" I found is not to research Construction. Hardly a solution with Lurchuip :)

But maybe I just underestimated forts/citadels?

A very much better solution to the problem would be to not use automated workers. Mostly because they're brain dead crack addicts who can't be trusted to tie their own shoelaces.

I wouldn't be surprised to hear that an automated worker for the Elves chopped down an Ancient Forest growing over a farm and then constructed Hellfire in the square.
 
not using them increased micormanagement tiem, and of course anything they do wrong for us they do wrong for the AI civs. I'm amazed how many stupid random citadels sit inside AI fat crosses. Its almost as bad as the workers fortifying any special resources not inside fat cross.
 
Yeah, I hate it when my workers build forts next to my city, in fact, I hate it when they build forts on any spot that would be better off being worked. They really should be disabled for automated workers. At least add a terriform everything but forts command.
 
It would be great if, like in the menu, the options were improved. Instead of just having "automated workers leave previous improvements" and "automated workers leave forests/ancient forests/jungle" that there was something like...

Automated workers leave; (then have tick box options)
farms towns/village mines etc etc...
Also something similar for the forests and ancient forests to differentiate them.

Also with an option automated workers do not build forts.

I like to choose where to put forts, not the AI.
 
I agree that the random forts suck, but there are a few options in preferences. Leave old improvements and leave forests, which includes ancient and jungle as well as normal forests. So more would be nice though
 
I wouldn't be surprised to hear that an automated worker for the Elves chopped down an Ancient Forest growing over a farm and then constructed Hellfire in the square.

I think that is an understatement. I would think that an automated worker would chop down yggdrasil on a grassland floodplain and replace it with Barbados’s sepulcher, then kill your sphener, causing the AC to rise and spawn ars and yersina right next to your capitol, right after bringing back the old broken pestilence event killed all your units, and giving the barbs scorched earth.
 
It's at this point you realise that the AI now has the power to infiltrate your civ using Gibbon Goetia, and automated workers are the way in which it manifests!!!
 
anyone able to explain how exactly to remove there ability to make forts automated? or care to share a already edited file with that..
 
i dont like controlling 30 workers in late game.. id like to have a way that i could actually leave it on and not have to check what every worker is trying to build..
 
i think adding a few more exlusion options would be the best bet. Would actually be very cool if you could set up your workers for different actions for different terrains

hills - road + mine
plains - road + cottage
grassland - road + farm
Forest - lumbermill

etc
 
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