Interesting Screenshots

Sorry, yes. I swap out MAs and replace them with MPPs.

Yes, Fergei's game is very much modded by this point ;)

@Fergei Are you also using C3X? If so, what additional rules have you activated?

Is it possible that those AI units are actually heading northwest towards that unSettled Jungle(?) region that I can see on the mini map -- while at the same time trying to stay out of your territory as much as possible?

No, not C3X. It is barbarian filled hills to NW. Loads of AI Civ doomstacks headed that way by normal direct routes. Whereas these units had come over broadly from the west, gone one step beyond Seattle, then actively turn back (as you can see with the direction they are both facing).

It actually makes it weirder that they ignored the barbarian filled wilderness. If it happens again and nobody can explain it I will upload a save game.
 
Hello, I would like to hire some scientists and explorers in order to find out the best location to settle down our city in this distant island. There are so many candidate tiles to build....
ha1.png

Say no more my lord, we ve got this....
ha2.png
 
Hello, I would like to hire some scientists and explorers in order to find out the best location to settle down our city in this distant island. There are so many candidate tiles to build....
View attachment 722949
Say no more my lord, we ve got this....
View attachment 722951
I would have settled the southern most tile to get 2 fish and the whale + the sugar. You are covering up the sugar in your city tile, and you are only getting one fish.
 
Both hills need to be settled, else you waste 11 tiles. Donnot waste tiles!

It's an isolated island that will be pretty corrupt, so you wouldn't benefit much from working those tiles, basically just enough to offset the maintenance of the Harbor and Aqueduct to get it to that size and whatever else you built to get a culture pop and keep it happy. But you'd still get enough of a benefit from extra unit support to make it worth it, since it's not like the other hill city would get much out of working the sugar hill anyway.
 
Three settlers of the purple AI civ staying without moving in the middle of that place for a long time. Without support units sent by AI. Why do the stay here pointlessly? How to avoid this algorithm of AI?

Just in case, bellow is revealed the location of the closest threat (a Barbarian camp).
 

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It's an isolated island that will be pretty corrupt, so you wouldn't benefit much from working those tiles,
With a commercial dock it is 38 base commerce which after 70% corruption is 11.4 which after +150% from multiplyer buildings is 28.5.
 
With a commercial dock it is 38 base commerce which after 70% corruption is 11.4 which after +150% from multiplyer buildings is 28.5.
I thought you all agreed it is not worth building all that stuff in those corruption-desperate cities in the relevant thread about farm cities.
 
Three settlers of the purple AI civ staying without moving in the middle of that place for a long time. Without support units sent by AI. Why do the stay here pointlessly? How to avoid this algorithm of AI?

Just in case, bellow is revealed the location of the closest threat (a Barbarian camp).
Since this is clearly a modded game (Settlers have D=2!), it's going to be nearly impossible for anyone to say what (other) changes you might have made that produced this result. For example, have you made any changes to terrain with respect to movement or Settlement? And/or are you using C3X with the Barbarian tunnel-vision bugfix?

The only conjecture I can be reasonably sure of is that the AI didn't apply its usual Escort-logic because your modded Settlers can now defend themselves. But yes, that lack of escorts then might well make them more skittish about Settling new towns near Barbs...
 
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Three settlers of the purple AI civ staying without moving in the middle of that place for a long time. Without support units sent by AI. Why do the stay here pointlessly? How to avoid this algorithm of AI?
I've sometimes seen this when the AI's pathfinding is interrupted and it hasn't decided an alternate priority. Usually it brings settlers home but since they have defence strength it may be treating them as "normal" combat units and holding in place.
 
Since this is clearly a modded game (Settlers have D=2!), it's going to be nearly impossible for anyone to say what (other) changes you might have made that produced this result. For example, have you made any changes to terrain with respect to movement or Settlement? And/or are you using C3X with the Barbarian tunnel-vision bugfix?

The only conjecture I can be reasonably sure of is that the AI didn't apply its usual Escort-logic because your modded Settlers can now defend themselves. But yes, that lack of escorts then might well make them more skittish about Settling new towns near Barbs...
Sure, I used a mod for this testing game because I don't know how to reveal the map otherwise. And with the map revealed testing goes much faster.
C3X with "patch_barbarian_diagonal_bug = true" was used, if you mean that.
The terrain wasn't modified. The settler was 0.2.1 and +1HP. Barbarians were 2.2.1 and +2HP. Still no Advanced Barbarians in that year, I guess.
Here are about all changes made in that scenario, but I doubt they were the deal breaker in that case:
Spoiler Changes in that scenario: :

Natural resources
Appearence ratio of all Strategic Resources - 160

General settings
Shield cost per gold: 2
Hurry production: 3
Town: 8
City: 16
Battle created unit: None
Cities needed to support an army: 400
Build-Army Unit: None
Basic Barbarian: Barbarian warrior
Advanced Barbarian: Barbarian Horseman
Golden age: 0

Governments
Despotism
Standard tile penalty: -
Standard tile bonus: +
Hurrying production: Paid labor
Assimilation chance: 4%
All other Governments got the Prerequisite of Integrated defense

Improvement or Wonder
All small wonders except Apollo program require the Integrated defense advance
Courthouse:
No requirement, cost: 1
Granary requires the Integrated defense advance
Walls: cost 1
SS parts: became about 10 times cheaper
Police station: removed

Civilizations
Greece: Industrios, Expansionist
Greece and America: colors changed
(Colors of all civs were changed and a single varian was left for each)
Wonders prohibited for all civilizations

Difficulty levels
many changes

World sizes
Tiny:
ONoC: 7
Distance between civs: 13

Units
Settler: costs 3 population and 60 shields. Has Defense 2, HP bonus 1
Leader:
Build army, Finish improvement and Science age unchecked.
Prerequisite: Integrated defense
Barbarian Warrior: +
Barbarian Horseman: +

Combat experience
Retreat bonus for all levels: 100


Civilization advances
All starting advances: +
Enables trade over sea tiles
Enables trade over ocean tiles
Writing: -
Enables military alliances
Enables diplomats
Map making: -
Enables right of passage treaties
Astronomy: -
Enables trade over sea tiles
Navigation: -
Enables map trading
Enables trade over ocean tiles
Magnetism: -
Enables trade over ocean tiles
Printing press: -
Enables communication trading
Nationalism: -
Enables mutual protection pacts
Enables trade embargoes


I've just made a test in a mod where only Reveal Map was altered and AI sent non escorted Settlers there too.
 
I've sometimes seen this when the AI's pathfinding is interrupted and it hasn't decided an alternate priority. Usually it brings settlers home but since they have defence strength it may be treating them as "normal" combat units and holding in place.
I could well be so. It's interesting that AI kept sending settlers exactly to that place after the stop factor apparently had been removed already, If the stop factor wasn't that Barbarian camp which imo is doubtful.
 
May be the Indian settlers here are celebrating their big river party Kumbh Mela ?
May be so indeed, ha-ha.

Well, I sent my mlitary to those hills and it scared the settlers so that they retreated to the capital. After my military was gone, to of them came back and one of them went to the (safer) opposite direction and settled there. The other two repeated the cycle a couple of times more.
 
With a commercial dock it is 38 base commerce which after 70% corruption is 11.4 which after +150% from multiplyer buildings is 28.5.

How are you building all that in a town that's not getting more than 1, maybe 2 shields per turn? If it's by cash-rushing then the money you're spending rushing and paying for the maintenance is going to cancel out whatever benefit you got from maxing out the commerce in that city from building all that.
 
I thought you all agreed it is not worth building all that stuff in those corruption-desperate cities in the relevant thread about farm cities.
That is not something i agreed upon in such generality. In fact i do emphasize that it is worth building that stuff in the long run and 4 base commerce per tile means that it pays off sooner than in case of a landlocked city.
 
Hamburg culture flipped. Losing those units was too much to bear. I tried 7 horsemen from Cologne to Hamburg, same result, it flipped, but now I'm losing ten units and the captured worker.
 

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