KungCheops
Warlord
Have made some tweaks to the road planning logic so it should be much less volatile with the next patch. (Much more priority on reusing existing routes).
AI are building trade units in my game, maybe it's a mod conflict?I just realised none of the AI have built trade units in my game (turn 200 epic) using IGE. Can anyone else confirm this ? If so it's a pretty major bug.
Thanks. I have reported it on github.Should be an unintended change. It was changed with the implementation of this proposal.
Does it involve railroads by chance?Have made some tweaks to the road planning logic so it should be much less volatile with the next patch. (Much more priority on reusing existing routes).
This is because of how village bonuses interact with railroads. It is in fact not necessary to build a full railroad connection between two cities to get the village railroad bonus yields.Does it involve railroads by chance?
It isn't clear what's the logic for replacing roads with railroads. Just played a game when it replaced sections of the road on towns and villages, and left the rest intact.
Why towns is understandable, but I don't know what was wrong with the other roads.
I checked if it works for the AI, and the AI seemed to be replacing all his roads with railroads as one would have expected.
These were primary routes though, not the shortcuts. I didn't have railroads anywhere except for the towns tiles.This is because of how village bonuses interact with railroads. It is in fact not necessary to build a full railroad connection between two cities to get the village railroad bonus yields.
So the AI will in general first ensure all cities have a full railroad connection to the capital, and then build railroads on town and village plots to increase their yields (on roads that are so-called shortcut routes, i.e. connecting non-capital cities).
If you have lighthouses in your coastal cities, there's little gain from building those extra railroads. Essentially you'd be paying triple the maintenance for only the movement gain.These were primary routes though, not the shortcuts. I didn't have railroads anywhere except for the towns tiles.
Could it be because all the cities are coastal? Was playing as Portugal, so no specific terrain traits.
Workers would just get idle, as when there's nothing else to work on.
I mean, yeah, that's what I thought would've happened. Didn't it use to work like this?If you have lighthouses in your coastal cities, there's little gain from building those extra railroads. Essentially you'd be paying triple the maintenance for only the movement gain.
I could tweak the AI to value movement more, currently I think it will build railroads over roads for movement when railroads get additional movement from later techs.I mean, yeah, that's what I thought would've happened. Didn't it use to work like this?
I never considered railroads as a source of income, because at that stage of the game gold is usually the least important resource, while movement speed matters for moving those ungodly numbers of units.
Do other people build railroads mostly for money?
Could it be worth going back and asking people what they expect from the automated workers and from the AI players, and if this system attempts to do too much?I could tweak the AI to value movement more, currently I think it will build railroads over roads for movement when railroads get additional movement from later techs.
I have an idea for a proposal that would make this discussion moot, making village railroad yield bonuses require full railroads between a give pair of cities.