Txurce
Deity
Little offtopic.
So not working profesional army can be result of quick combat activated? I will check it soon.
This belongs in the Bug Reports & Beta forum.
Little offtopic.
So not working profesional army can be result of quick combat activated? I will check it soon.
I'm betting Thal has probably snuck a psychopath in to make things interesting.
Good point, it's just the wonder DLC that's important.![]()
If we settle on the hill, the order is:
- Sugar
- Pearls
- Marble
- Random plains
Any of these can be purchased for 25
- Sugar
- Random plains
- Random plains
- Marble
. Settling 2 tiles west has unknown order, since there's not enough information on the terrain there.
Easily. Remember that every yield has relatively equal value to the AI in VEM. Meaning the initial 5 yield of Pearls will be the highest value of ring 2. Marble at 4 would be next, probably followed by riverside plains to the direct west, then the plains directly below that one. (The cultural borders always will choose the plot on the same side of a river as the capital before grabbing an equal value plot on the opposite.
Yields don't matter when the game selects where to expand borders. What matters is "distance," essentially movement cost from the city tile.
If we settle in place the sugar is first because it's 1.5away. Pearls are next at 1.5
(water goes after land), with marble last because it's 2
away (up a hill and across marsh). Resources get a "distance reduction," so it expands to these resources before the 3 plains tiles to the west, which are 1
away.
Yields are ignored when the game expands borders. The important thing is "distance," essentially movement cost from the city tile.
If we settle in place the sugar is first because it's 1.5away. Pearls are next at 1.5
(water goes after land), with marble last because it's 2
away (up a hill and across marsh). This is why the game almost always expands to flatland before hills or forest.
Resources get a "distance reduction" so it expands to these resources before the 3 plains tiles to the west, which are 1away. The plains tiles on the "near side" and "far side" of the river are valued equally because they are the same distance. It selects from them at random.
<Row Name="PLOT_INFLUENCE_YIELD_POINT_COST">
<Value>-1</Value>
</Row>
<Row Name="INFLUENCE_MOUNTAIN_COST">
<Value>3</Value>
</Row>
<Row Name="INFLUENCE_HILL_COST">
<Value>2</Value>
</Row>
<Row Name="INFLUENCE_RIVER_COST">
<Value>1</Value>
</Row>
Yields are taken into account, and 2 otherwise equal distance plots will always go to the one with the higher yield ...
We could alter the Route weight value, so it will put preference on tiles you build roads on.
The AI does recognize the value of rivers when deciding where to settle cities (using a "BUILD_ON_RIVER_PERCENT" variable). I set this to 100 in the mod so they almost always build on rivers.
We're getting rather offtopic from this thread, however.