"no ocean" spacemap and cities

Well, I don't quite understand what you mean by "no ocean space map", but in general, there are a couple of ways how you can prevent, or at least cut down on AI city foundings.
For one, you can simply give the AI a "rationalistic" character, and give him no, or very few settler units from the start.
You can also erase settler units from the game entirely.
There are also certain terrain types the AI will or won't found cities on. I think they will only build cities on grassland and plain terrain types (forgive me if I'm wrong)...
 
Yes, you are right, Stefan. AI build cities only to grassland and plain terrain. So, if you make map what doesn't have these terrains then AI doesn't build any cities regardless how many settlers he has.

If you are making scenario what has settler units but you don't want that AI builds new cities, then it is good idea to use grassland and plain terrains only as special resources for cities (place them near existing cities where AI doesn't build new cities anyway).
 
i made some tests with ToT and each times, IA build on grassland or plain first, but... build sometimes cities on desert or mountain squares too (when i used desert or mountain as "space" squares)
 
Originally posted by Marko
Yes, you are right, Stefan. AI build cities only to grassland and plain terrain. So, if you make map what doesn't have these terrains then AI doesn't build any cities regardless how many settlers he has.

If you are making scenario what has settler units but you don't want that AI builds new cities, then it is good idea to use grassland and plain terrains only as special resources for cities (place them near existing cities where AI doesn't build new cities anyway).

Now you tell me (for Civ2 I mean). Are you sure it is hard-wired to Plains and Grass or is simply the number of food that is the actual parameter the AI checks for?
 
AI builds cities only to grass and plains terrain regardless how much food/shields etc they produce.
This feature gives many interesting possibilities for designers who make empire-building type scenarios. For example you can set grassland/plain terrain only to historical city locations and computer nations build cities only there. And if you somehow manage to foresee or force AI to build cities in certain order then with editing City.txt you can have correct city names also.

Another interesting thing is that if you change plain or grassland terrain to something else with Cheat Menu then AI still builds cities there (because Cheat program doesn't change the "fertility" factor wrote by MapEditor). Using this feature you can for example force AI to build cities on mountains or wherever you wish.

In ToT things are different because there are as many as 4 terrain sets (each for one map) and AI routines are reprogrammed quite much.
 
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