FYI, I forgot to include the updated DLL in the latest update, so none of the discussed AI improvements were part of it. I pushed another update, so if you did any AI trial runs already, please give it another try.
OMGMy current approach for displaying AI city sites is: open Python console and:
from Maps import * markCitySites(iSpain)
I can almost say Yes for sure, as these sites lie along the corridors caravels tend to stick to after entering the Pacific. In fact, it's not infrequent for these areas to be discovered before the Atlantic coasts are mapped in detail.In those examples, did England/France actually have vision of these far away locations?
On it, cap'n!Please upload saves where the AI is actively targeting a far away city site when it should focus more on nearby locations, like those England/France games. I can investigate why that limits their movement, but also try to make sure they have a more logical settling sequence.
I also might have stumbled upon a lead regarding the *stuck* colonial civ settler behavior. In one of those games in which England didn't touch North America, the AI designated a spot in Australia as its next settlement (if that what the big yellow X more or less represents). This seems to have been chosen after settling Sprightown, which was done with expected haste. Could it be a case where the AI gets stuck in a kind of logic loop involving decision and execution, like "we're def settling here but uhhhh don't know how" kinda like what you described with the Transport slot bug. France is prone to similar situations with the suspected culprit lying in Polynesia. Regardless, I at least now have a control to test against.
Pending. If you'd indulge my non-programmer musings, I'd imagine structuring a settlement regime into Phases, or a similar principal, that would also vary per civ. E.g. England and France would have to meet a certain threshold in the Western Hemisphere before moving beyond, whereas Portugal and the Netherlands would be encouraged to make a strong eastward focus first. Or some mix-n-match of these ideas. Thanks for listening!Thanks, but I would prefer real situations arising from the game.
Hello fellow DoC fanatics, I am back with my second video in my historical victory video playthrough series. Playing as Babylon time, this civilization holds the distinction of being not only the quickest historical victory, but also the only one city challenge in the mod. Enjoy!
My apologies for waiting so long to release my 2nd video for the big map, but the good news is that I have recorded 6 more videos! I will be putting those videos out every week or two, so there should be plenty of content for a bit.
As with Egypt, playing through Babylon gave me a lot of ideas and two cents to offer on ways to improve the overall gameplay of this civilization. However, since I am also a big proponent of finding a way to add Sumeria into the game, and the gameplay of the Assyrians, Hittites, Greeks and Persians all interact with Babylon in some meaningful way, I'm going to wait until I put out a video for each of these civilizations, and wrap up my ideas for all of these together, as all of their gameplays are so tightly interwoven.