Another quick update on districts: I've made a lot of progress with the AI and think it is ready for alpha release. The only remaining major item I'm sorting out is a couple bugs with distribution hubs, which I hope to solve soon. I've run through dozens of simulations with the AI with the following settings:
Code:
enable_districts = true
enable_neighborhood_districts = true
enable_wonder_districts = true
enable_distribution_hub_districts = true
enable_aerodrome_districts = true
cities_with_mutual_district_receive_buildings = true
cities_with_mutual_district_receive_wonders = true
air_units_use_aerodrome_districts_not_cities = true
maximum_pop_before_neighborhood_needed = 6
per_neighborhood_pop_growth_enabled = 2
completed_wonder_districts_can_be_destroyed = true
destroyed_wonders_can_be_built_elsewhere = true
distribution_hub_food_yield_divisor = 2
distribution_hub_shield_yield_divisor = 2
ai_ideal_distribution_hub_count_per_100_cities = 10
ai_defends_districts = true
minimum_city_separation = 5
city_work_radius = 3
ai_worker_requirement_percent = 300
So cities are more spread out, of course. After much trial and error, I'm relatively confident in the current system of AI cities queuing up districts they need, finding the nearest worker(s), building them, then quickly reverting back to the delayed dependent buildings. The AI is reasonably good at replacing tiles it wants districts on and rebuilding them, and also generally does not make duplicative, unneeded districts. It's quite fascinating to watch the AI create industrial corridors, and it's also necessary for the AI to keep many more workers on hand.
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War also looks and feels quite different, with battles more spread out and urban warfare the norm in the industrial and modern eras. Watching AIs desolate one another's infrastructure is kind of amazing.
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So I hope to have the distribution hub bugs fixed and then we can move toward an alpha release soon. The Day/Night Cycle District art will likely not be completely ready but I'll finish that once districts is out for testing.