TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,989
5&6 sound like excellent ideas, and might reduce human frustration with governors and workers as well.
Perhaps you could clarify 1 & 2 . I'm not disagreeing, but I'm not certain what you're talking about.
DanF5771 can actually describe the "self-close" bug better than me. Nobody really notices it since it's been around a long time. Basically there's some modifier related to early wars, that's supposed to check the range between capitols, but instead checks the range between cities of the same civ. So, they're always "too close" since the cities are in fact settled near each other, not surprisingly .
The worst enemy map hack is the ability for the AI, and only the AI, to detect trades between a civilization they know and a civilization they do not know. This puts isolated civs at a substantial disadvantage past what they already are, since they are limited in trades until they meet everyone to evaluate consequences. Techs may be researched or demanded by then...but this is a much greater problem for the AI! An isolated AI is scr00d. It probably WILL trade, and make worst enemies, closing further trades and staying backwards until the human comes and takes its land.
Now, the governor issue is interesting. RIGHT NOW, as part of civ, the governor IS capable of decently efficient whipping cycles (!), and workers make improvements based on governor emphasis buttons (!). Considering how the AI workers make tile improvements, it's pretty obvious that they're either 1) using an entirely different algorithm than our governor or 2) they're not sticking with a specialization, resulting in improvement swaps on the same tile and poor specialization overall.
To see a demonstration of what I mean, drop down a difficulty or go into WB and give yourself a big island and a bunch of cities/workers, and all the techs. Then put both citizen and production governors on. Try out the different emphasize buttons and COMBINATIONS of emphasize buttons. Not only can you change what improvements the workers create, you can affect the building choices made by the governor (though I suggest overriding them)! The production guy is important, because he's the one that does the whipping/rush buy. It will adjust whips based on the emphasis too - tends to whip at every opportunity unless there's superior tiles, then it grows first THEN whips (or doesn't at all if it's less efficient). The other buttons will make the city want to grow onto the relevant tiles first.
Now, the above paragraph isn't suggestions, it's ALREADY IMPLEMENTED in the game! However, the AI does not seem to use it to its potential, and I think it would be a LOT stronger if it simply were given an algorithm for city specialization and tended to keep specialized cities that way once they were (with possible exception checks).
One thing about that feature. If you use it, make sure you unselect the main group first. It's a little bit temperamental and sometimes I find after trying to select a few individual units the whole group will go wandering off. You need to cancel all groupings first to be absolutely sure nothing screws up. I love the grouping functions in this game but they don't always work right.
Since I play so quickly, you better believe that the selection issues haunt me. It's one of my greatest frustrations, actually...! I'm holding shift and clicking on the unit! Unselect it you piece of garbage! Crap! I shift-clicked (once) on a unit and selected the WHOLE STACK...in multiplayer...mid-war...with a blazing timer...! (good thing it was just with 1 friend and it was the AI I was fighting?). I would LOVE that to be fixed.