markusbeutel
NiGHTS
Tried the latest build a bit today, AI still runs in the red and dont really properly develop early on. Their lands, I didn't check all but the couple that was close to be had their lands flooded with specialists (doing nothing, as per usual) and a bunch of troops. So they do build buildings but they just dont use the specialists properly. They did use them to settle with previously but since that option is gone they just move them around a bit.
I've added a new improvement for specialists to build on plains/grasslands that should help eliminate them clogging up land.
I play on immortal normal speed not marathon and I find that their gold and development ability seem to depend on the terrain and their starting position. Most games I've had they seem to do well (sometimes gold in hand of >100k); this last game (which I aborted as I didn't want to try for a science victory again) Spain didn't expand, got a settler captured by barbs early on and I don't think they liked the desert, only Rome was in the red, but Ottomans and Iroquois were both running surpluses and had @ 35k gold in hand each.
I only got a good look at Rome and they did have specialists lying around but I think it was worse in earlier versions.
I'll start looking into ways of having the AI spend that money - I know this happens in the base game as well, (AI's not spending excess money), so I'm not terribly concerned as it's not a mod-specific issue.
v8.9e Update:
Nothing major, but on Epic/Marathon modes, the AI starts to build too many of the new specialists without the proper resources required to use them. This doesn't really happen in Standard/Quick game-speeds and I can't really lower values anymore or else the AI won't produce specialists at all at these quicker speeds.
So to alleviate this, all new specialists, (not workers or slaves), can build a new improvement => Towns.
Towns will offer different yields based on the terrain they are built on. Eventually I'll look into the lua and attempt to make them function along the lines of Cottages/Towns/Hamlets, but for now - they will provide static yields like all other improvements. They will also use up the new specialist used to build them, which will greatly reduce the number of AI specialists running around.
Town Specifics:
- They can only be built on Plains/Grasslands -(and all terrain features as long as Plains/Grasslands are underneath).
- They produce +1 Food and +1 Production on Plains/Grasslands.
- They produce +1 Food and +1 Gold on Coastal Plains/Grasslands.
- They produce +1 Gold and +1 Production on Hills that are on Grasslands/Plains.
- All new Specialists can build roads/chop forests/clear marshes => at normal worker speed.
- The act of building the Town itself uses the new specialist up just like with their unique improvements.
- They currently use the Customs House graphic, (best represents a town - although if you build them early they may look a bit too advanced I realize - this may be changed if it starts to look ridiculous from having too many of them).
Overall they're not as good as the unique specialist improvements, but they're initially better than basic farms/mines - and if you ever accidentally build a specialist, they will no longer be entirely useless until you find their specific resource to improve. That being said, they don't get bonuses through policies or techs, so in the long run, regular farms/mines would be a better option to take.