One thing which will help you is to see the values that the AI already places on each tile for founding a city there. If you use Chipotle, that is easily identified. Here is my listing of what chipotle can show you (note, there are things in here which I added to Fall Further, but I
should have remembered to mark all of those clearly.
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CTRL+MOUSE_HOVER
- Hover a unit in city zoom (to select for building)
- Displays the numerical value that the AI assigns the unit for each possible UnitAI (so if the highest number doesn't match what you want the AI to do with the unit, something needs tweaked. ie - Stonewarden's highest value by a longshot is City Attack.... oops!)
- Hover a Building in City zoom (to select for building)
- Displays the numerical value that the AI assigns to the building
- Hover a City
- Shows Danger Value for the owner's AI consideration, Defenders and Workers that it has and needs as well as closeness calculations for the player/team
- Hover a unit
- ID & Current Mission (including destination), also Group ID and average health
- Hover any Owned Tile
- Civic values for that Civilization
- Added: Hover a name on the Scoreboard
- Contribution to the AC from that Player and top 2 Techs (with Weight Values, excluding an up to 2000 point random weight used when decisions are made)
- ADDED - Any Tech
- Same as ALT hover, but list is reversed (for games with lots of players and list overflows screen)
ALT+MOUSE_HOVER
- Hover owned Territory
- Shows the AI that the player is using, how many cities they control
- Hover a City
- Shows rankings for the Civilization who owns it for each Yield & Commerce type
- Hover any tile
- Values for city founding in that plot for all relevant players plus info on the number of sites an AI has selected in the area. If the plot is one of the selected ones for an AI then a yellow X appears next to the player. Also shows how many missionaries the plot owner thinks he needs (if more than 0) and shows PlotDanger if there is any EnemyOffense value detected and a relative power scale. Shows AI Strategy type and battleplan
- Hover a Unit
- Indicates Group Number, size and if they are leading the group
- Hover a Tech
- Shows a list of all Players who are alive which tells: LeaderName: CurrentResearchItem (ResearchPerTurn->NumTurnsToCompleteCurrent)(CurrentStoredResearch/TotalNeededResearch)<<ADDED>>(TopTech=Score)(SecondTech=Score)
SHIFT + MOUSE_HOVER
- Hover a Unit
- Assigned AI Type & Sacrifice Value (Sacrifice Value is used when trying to break a city/stack. If odds are not favorable, highest Sacrifice Value is sent in to die first)
- <<ADDED>> ArtStyle by unit & Civilization, and Art Define Tags
- Hover any Tile
- X/Y Co-ordinates, Area ID, River Flow Direction (if any), Found values (generic player), plotgroup assignment and bonuses available for that group (seems to only show bonuses the active player can see, with bonus values according to active player's AI), Culture Values (precise numbers), tells what the bestbuild is for the plot (improvement workers want to place there) & Stack Strength Breakdown. If tile is a city, it will display "I spy with my little eye..." "also UnitCombat Types...." which is supposed to show the UnitClassWeight and UnitCombatWeight values for the city owner. Since nothing shows at all anytime I try it, I am quite confused as to what the weights are.
- Added: Plot Counter, Number of Evil Tiles in this defined Area
SHIFT + ALT + MOUSE_HOVER
- Hover a tile in City Radius
- Tells if City is working it and how highly the city values working on it, if a bonus present, tells all player's value toward that bonus
- Hover a City
- Shows a map of all workable tiles, highlighting those worked and stating value of working for each tile, also has multipliers for yields via player/city/specialist, plus commerce exchange rates, and shows if Finaincial Trouble ($$$!!!)
- Hover a Resource
- Shows value each AI places on that resource
CTRL + ALT + Z - Change Human control to next Player (Doesn't seem to work for looping back to Player 0 where you started though)
CTRL + ALT + D - Opens Debug Menu, lots of things you can do in here, the only ones I understand are ones well explained or that I have played with. Careful, some of these can crash the game when you select them. Some amazing tools though for figuring out graphics, especially the LSystem and Tree crap.
SHIFT + [ - Decreases a units strength that your mouse is over by 0.2.
SHIFT + ] - Increases a units strength that your mouse is over by 0.2.
SHIFT + T - Add a tech or Gold to any player
CTRL + ALT + 4 - Increases your gold by 1000.
SHIFT + CTRL + LEFT_CLICK - Place Objects menu. Quickest way to make a stack of units for testing purposes. Can add any number of units or a city to any player
Other Commands:
CTRL + SHIFT + A - Toggle Autosave on/off
<<ADDED>>CTRL + SHIFT + Z - Disable AI AutoPlay or Pop-up to enable for specified number of turns
<<ADDED>>CTRL + SHIFT + X - enable AI AutoPlay for 1 turn
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As for precisely where the AI makes decisions on where to place a city is in CvPlayerAI::AI_foundValue(int iX, int iY, int iMinRivalRange, bool bStartingLoc)