Civ Suggestion: Polynesia

The point isn't anything to do with ai Inca or ai Indonesia opening borders, it's that ai Polynesia won't play very well at all and will probably have only one city on whatever island they start on. The player is expected to play better and have be able to handle low production and open borders and all of that stuff.
honestly, this has all been said an average of at least once per page.
 
This means that we should delete every AI civilization which doesn't play ideally?
Who is this "we" you're talking about?
 
This means that we should delete every AI civilization which doesn't play ideally?

There's a huge difference between "not ideal" and "not very well at all." For example, the Aztec ai might not settle new york, but it'll at least build a second city. The Polynesian ai probably won't even be able to do that because it has to transport a settler every single time.
 
What do you want to say?
That I have nothing to do with the "AI Polynesia shouldn't be in because it would do poorly" angle.
 
I don't need reasons not to do something. I need reasons to do something.
 
No it isn't, and even if it was, I wouldn't.
 
How about scripting, say, 10 settler spawns for the AI. They would be separated into 3-4 groups (each group triggering at a different year, separated by periods of a hundred years). Then, one of the spawns in the group would be chosen at random.

Example:
It is year 1600. Three spawns are scripted: a settler on Samoa, Vanuatu or the Salomon Isles. One of them is chosen at random, say, Samoa. AI Polynesia gets a settler on that tile.

This is all, obviously, to enable variance in settling patterns from game to game. Additionally, conditions could be added to make sure the AI isn't getting a settler while unstable etc. As for the groups, another way to do it would be to have only once group, from which a spawn is removed upon happening.
 
How about scripting, say, 10 settler spawns for the AI. They would be separated into 3-4 groups (each group triggering at a different year, separated by periods of a hundred years). Then, one of the spawns in the group would be chosen at random.

Example:
It is year 1600. Three spawns are scripted: a settler on Samoa, Vanuatu or the Salomon Isles. One of them is chosen at random, say, Samoa. AI Polynesia gets a settler on that tile.

This is all, obviously, to enable variance in settling patterns from game to game. Additionally, conditions could be added to make sure the AI isn't getting a settler while unstable etc. As for the groups, another way to do it would be to have only once group, from which a spawn is removed upon happening.

The mighty Leoreth has spoken! Your pleads are useless.
 
I just don't see the point. Sure you can make anything happen with sufficient scripting. It was never my point that you couldn't.

My point was that I see no reason to want to make that happen.
 
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