How can i remove "Trading Post" improvement from the game ?

Damthe

Chieftain
Joined
Apr 19, 2015
Messages
52
Hi guys. First of all, sorry for my bad English :)

I just realized that AI cant handle trading posts.

When i automate workers after guilds they just start trading posts on crappy tiles like hills.

Other AIs just cant handle too, when i conquered their cities i see trading post in every tile. And this effecting my gameplay significantly it just makes the game too much easier in prince,king and emperor diffculty beacuse AI just cant manage them :(

I checked the steam workshop and cant find anything about it. Is there any mod for this thing ?

Or can i make a request that can someone please make a simple mod that just removes the Trading Post from the game ?

Cheers :)
 
I definitly agree with you: the AI is only able to build those shi?*! TradePosts!!
But instead of removing this improvement, I think it'd be better to "tell" the AI to use farms for example in priority. If someone could help ?
 
Code:
DELETE FROM Unit_Builds WHERE BuildType = 'BUILD_TRADING_POST';
DELETE FROM BuildFeatures WHERE BuildType = 'BUILD_TRADING_POST';
DELETE FROM Builds WHERE Type = 'BUILD_TRADING_POST';

Note: this merely disables workers from carrying out a build order for a Trading Post. The improvement itself is still in the game (as far as "existing" goes... i.e. civilopedia entry is retained).

Note2: "teaching the AI" is unfortunately, a lot easier said than done.
 
Code:
DELETE FROM Unit_Builds WHERE BuildType = 'BUILD_TRADING_POST';
DELETE FROM BuildFeatures WHERE BuildType = 'BUILD_TRADING_POST';
DELETE FROM Builds WHERE Type = 'BUILD_TRADING_POST';

Note: this merely disables workers from carrying out a build order for a Trading Post. The improvement itself is still in the game (as far as "existing" goes... i.e. civilopedia entry is retained).

Note2: "teaching the AI" is unfortunately, a lot easier said than done.

Hi thanks for the reply but im not really a expert on modding. what am i supposed to with this. How do i get this working on ?
 
If I'm not mistaken, the AI starts building trade posts all over the place because the AI is coded to use the improvement that gives the higher yield no matter what the yield is, and during Golden Ages, the tradepost receives an additional +1 gold which makes the AI favor them over mines and farms. So basically, what needs to be done is to add an exception for the AI's evaluation of the trade post value during a golden age. Easier said than done, probably, but an alternative workaround might be to remove the +1 gold from tiles during golden ages, which might (and might not) be readily available in game files.

EDIT > Actually, the Golden Age gold yield IS readily available in the game files. In the Civ5Yields.xml file (located in the folder Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\Expansion2\Gameplay\XML\Terrain) there is the following table:

Spoiler :
Code:
<Yields>
			(...)
		<Row>
			<ID>2</ID>
			<Type>YIELD_GOLD</Type>
			<Description>TXT_KEY_YIELD_GOLD</Description>
			<IconString>[ICON_GOLD]</IconString>
			<MinCity>0</MinCity>
			[B]<GoldenAgeYield>1</GoldenAgeYield>
			<GoldenAgeYieldThreshold>1</GoldenAgeYieldThreshold>
			<AIWeightPercent>80</AIWeightPercent>[/B]
		</Row>
			(...)

First thing one could do would be to tamper around with the AIWeightPercent number, because lowering this number most likely should reduce the AI's likeliness of building improvements that give this yield (value for food is 100 and for production is 110, so if you lower this to 50 or 60, you might see the AI never using trading posts. Alternatively, you could try to tamper with the GoldenAgeYield - changing this to 0 might be an alternative solution as I said above, but obviously this will also affect your own game.
 
Note2: "teaching the AI" is unfortunately, a lot easier said than done.

Don't improvements have flavoring, where you basically just set to a negative number and they'll never build it at all if they want food/gold/science etc?
 
Don't improvements have flavoring, where you basically just set to a negative number and they'll never build it at all if they want food/gold/science etc?

Oh, it's trivial enough to "disable" an improvement (or even rough approximations of "value this higher/lower") - I'm referring to "making the AI be a lot smarter about when and where to create trading post improvements, during this specific point in time of the game".

But even with regards to flavouring, you cannot be certain what you think your flavouring changes are going to do what you think they are going to do (short of running a statistical compilation of the entire system of variables). For example: doubling the flavors of one entry is NOT equivalent to doubling the chance of the AI choosing this particular improvement - (arguably) arbitrary factors underneath the surface (i.e. current active EconomicStrategies and GrandStrategies) modifies the flavors. (I think the AI also has an innate bias for working/improving tiles with food as well? don't remember off the top of my head though).

As for actually teaching the AI to think in a logical fashion... while not excessively complicated to do for 1 improvement at a time (e.g. the AI compiling a list of current game factors, such as treasury, GPT, do cities need more growth/production?, what-have-you's, current Grand Strategy, is-it-at-war-or-not?, is it winning wars? number of luxury/bonus resources in workable plots, is it a coastal city, future plans for city, etc.), it can quickly become very tedious & onerous to do.

Then, this must also be integrated into the general (extant, or new, depending on how much you want to rip the existing system to pieces) algorithm that scores one improvement against another (there are a few ways to go about doing this).
 
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