Fergei
Warlord
- Joined
- Mar 31, 2020
- Messages
- 256
So, I am experiencing many frustrations with trying to reduce the frequency of Settler production by the AI. As stated above it seems harder on Continents and Pangea. If I raise population cost it really hurts any Civ whose capital has low food. If I raise shield cost if really hurts any Civ whose capital has limited access to shields. The AI's reluctance to build and use workers contributes to this.
So, looking at using buildings to produce settlers I get other frustrations. I was wanting an improvement or small wonder (preferred as only 1x per Civ) to produce one settler every 15-20 turns, but be obsolete at the end of ancient era. Then introduce standard settlers midway through the medieval era (albeit costing as much as a wonder to produce). Issues include:
- If I create a new improvement OR small wonder to produce settlers, make it free, make it produce culture etc not all the AI will build it (only 80-90% with high aggression Civs seemingingly more likely to ignore it) - so that is a non-starter straight away. This happens even if I make the Palace not produce culture.
- If I make the palace auto-produce settlers I presumably cannot make it obsolete at the end of the ancient era as that would make corruption broken with the capital losing its 'Center of Empire' characteristic.
- If I make the palace auto-produce settlers and it doesn't become obsolete I'll have settlers being pumped out for the entire game.
- Even if I give the standard settler a pre-requisite of Feudalism, they are available for selection at turn 1 (weird, but I think I can just make a unit that replicates the settler and it will resolve this).
I am all ears if anyone has ideas on making buildings produce settlers (ensuring the AI always makes the building immediately, or if I can make it a starting building in the capital alongside the palace). I'm ideally only looking or options available in the editor, not something that involves making a proper mod.
My next tests will be:
- removing vanilla settlers from the list of Civ available units and replacing them with a new, identical, unit (to see what AI uptake is like)
- marking settlers as 'build never' for each Civ.
So, looking at using buildings to produce settlers I get other frustrations. I was wanting an improvement or small wonder (preferred as only 1x per Civ) to produce one settler every 15-20 turns, but be obsolete at the end of ancient era. Then introduce standard settlers midway through the medieval era (albeit costing as much as a wonder to produce). Issues include:
- If I create a new improvement OR small wonder to produce settlers, make it free, make it produce culture etc not all the AI will build it (only 80-90% with high aggression Civs seemingingly more likely to ignore it) - so that is a non-starter straight away. This happens even if I make the Palace not produce culture.
- If I make the palace auto-produce settlers I presumably cannot make it obsolete at the end of the ancient era as that would make corruption broken with the capital losing its 'Center of Empire' characteristic.
- If I make the palace auto-produce settlers and it doesn't become obsolete I'll have settlers being pumped out for the entire game.
- Even if I give the standard settler a pre-requisite of Feudalism, they are available for selection at turn 1 (weird, but I think I can just make a unit that replicates the settler and it will resolve this).
I am all ears if anyone has ideas on making buildings produce settlers (ensuring the AI always makes the building immediately, or if I can make it a starting building in the capital alongside the palace). I'm ideally only looking or options available in the editor, not something that involves making a proper mod.
My next tests will be:
- removing vanilla settlers from the list of Civ available units and replacing them with a new, identical, unit (to see what AI uptake is like)
- marking settlers as 'build never' for each Civ.