I noticed that the AI will always build the next city as close as possible to the last one, ignoring unique features, bonuses or access to the sea. If the example city would have been build one tile more away it would have been better for the AI in the long run.
So I was wondering if the mechanics for the pirate cove could be easily modded into the game, just cities/settlers being the target, aka a city can only be build outside the fat cross of another city. If the AI wants to ruin the fun for the 1k slums or the Kuriotates I wouldn't really care.
Would it be so easy as to change a value in an XML file or do I need to dig deeper?
So I was wondering if the mechanics for the pirate cove could be easily modded into the game, just cities/settlers being the target, aka a city can only be build outside the fat cross of another city. If the AI wants to ruin the fun for the 1k slums or the Kuriotates I wouldn't really care.
Would it be so easy as to change a value in an XML file or do I need to dig deeper?