Civ's still appear to not really building anything??

SgtCiv

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I know this was discussed earlier, I searched the forum but couldn't find the thread, civ's appear to not really build anything. The image I'm posting is taking from turn 187 of Carthage's Capital and it hasn't built hardly anything in the way of buildings in that amount of time. I found this out using a spy. I checked other civ's, some about the same and others had only built 2 or 3 buildings and this was in their capitals. I might add they seem to attempt to build wonders whenever possible. Thanks.

Lau Log - View attachment Lua.zip

Image - 2013-12-27_00001.jpg
 
I see this topic still doesn't have any support of being a problem.??.
This topic went overlooked the last time it was brought up.
I feel this problem is a major game breaking bug that until it is fixed I'm going to have to try something else to play. You can't have CIV's going half of game time not building anything in their cities and expect them to be competitive. Most Civ's aren't even building new cities in that amount of time. Spain is one that I have noticed the most. She will maybe build one extra city then the only other way she gains anything else is maybe during conquest. Most Civ's are also building new cities one tile away from what I would consider the best city placement cite.
I have mixed feelings about this, because I have supported this MOD since CivV came out and THAL started MODDING the game and I have thank everyone all the time for their hard work. I just know that there something wrong that the MOD is causing, because I can try Vanilla and most of the problems disappear, now I strongly agree that the vanilla AI sucks with just about everything else it tries to do. :wallbash:
 
Actually it was/is being investigated. Posting logs is quite useful in trying to track down what the flavors are doing to sort out infrastructure instead of military/wonder building.

If I had to guess, increasing the building costs from the latest version (instead of adjusting village yields) is only going to make the problem worse.
 
Maybe the caravan it is building is the problem. It might built one, send it off to a profitable location going through a barbarian camp or hostile nation. So it gets destroyed but it keeps rebuilding...
 
This is an acknowledged problem but also one that's difficult to identify and fix. cp1977's idea that increased barbarian activity killing caravans has merit. If someone could test a game with barbarians disabled that would be greatly appreciated.
 
So I had some time to autoplay some turns today so I tested some flavor adjustments. They seemed(?) to work for me but more testing would be appreciated.

If someone could test the following line at the end of CEG\AI\Flavors\CEAI_Buildings.sql:

PHP:
UPDATE Building_Flavors SET Flavor = Flavor * 2;

And the following line at the end of CEG\AI\Flavors\CEAI_Units.sql:

PHP:
UPDATE Unit_Flavors SET Flavor = ROUND(Flavor / 2, 0);
 
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