So far I have some questions about that. Suppose you make galleons (or any other trade unit) not able to sail to Europe.
Since galleons are actually used to sell goods in Europe, disabling their ability to sail to Europe would only stop the unit in the border of the map but the AI would still try to send the unit to Europe every turn.
That's said, the AI doesn't differentiate that capability. The XML tag just disable that possibility.
At this point I consider 2 possibilities:
or
Since galleons are actually used to sell goods in Europe, disabling their ability to sail to Europe would only stop the unit in the border of the map but the AI would still try to send the unit to Europe every turn.
That's said, the AI doesn't differentiate that capability. The XML tag just disable that possibility.
At this point I consider 2 possibilities:
Units not able to sail to Europe would also need some AI adjustments:
Not allowed:
UNITAI_TRANSPORT_SEA (related to commerce) (?)
Allowed:
UNITAI_PIRATE_SEA
UNITAI_COMBAT_SEA
UNITAI_ASSAULT_SEA
That would prevent the AI to try to send those units to Europe even when that feature is disabled in the XML tag.
or
Create a new AI_COASTAL_TRADE or change the existing UNITAI_TRANSPORT_SEA, to check if the unit hast the ability of sailing to Europe:
0 (No) Then the AI would only use that unit to trade between colonies, transport of goods, etc...
1 (Yes) Just like usual.