Lab Monkey
Peace thru ultraviolence!
I know there's a few of you out there who have edited the value of settlers, so they now need more than 2 pop points to build. Although it nicely stops the mad rush of AI colonial scum in the opening of the game, I've discovered another reason why I seemed to be having such an easy time of things.
I first noticed something was wrong when I encountered no AI units exploring the world - only the starting scouts. Normaly I run into warriors being used as scouts, but this time nada.
I made some early embasies and discovered that not only did the AI not know about nearby civs (the AI always seems to have communications) but when I looked in their build que I saw that despite only having only a pop of 2, their settler was down to '1 turn remaining'. For the settler to be built they needed to wait until the got to a pop of 4! Instead of using this extra time to build other units or improvements, they were just waiting.
It looks to me as though the AI ignores the pop value of it's units, instead relying on it's code, and that code tells it that workers cost 1, and Settlers cost 2! The AI code is set up so that as soon as a city reaches size 2, it starts building a settler, without checking what build requirements it has. Meanwhile, I was pumping out extra spearmen while the other civs were sitting on a completed settler, just waiting for the city to grow.
Firaxis, if this is an AI glitch that does not let the computer respond to changes made in the editor, please correct it. Due the the AI stupidity, I easily outstripped it's army and wonder production. Also I had made it so that after Map Making is researched the settler only costs the normal 2 pop, but the AI didn't seem to want to research this any more quicky.
I know it adds complications, but the AI really needs to adapt to editor modifications, otherwise it's not much use having an editor.
I first noticed something was wrong when I encountered no AI units exploring the world - only the starting scouts. Normaly I run into warriors being used as scouts, but this time nada.
I made some early embasies and discovered that not only did the AI not know about nearby civs (the AI always seems to have communications) but when I looked in their build que I saw that despite only having only a pop of 2, their settler was down to '1 turn remaining'. For the settler to be built they needed to wait until the got to a pop of 4! Instead of using this extra time to build other units or improvements, they were just waiting.
It looks to me as though the AI ignores the pop value of it's units, instead relying on it's code, and that code tells it that workers cost 1, and Settlers cost 2! The AI code is set up so that as soon as a city reaches size 2, it starts building a settler, without checking what build requirements it has. Meanwhile, I was pumping out extra spearmen while the other civs were sitting on a completed settler, just waiting for the city to grow.
Firaxis, if this is an AI glitch that does not let the computer respond to changes made in the editor, please correct it. Due the the AI stupidity, I easily outstripped it's army and wonder production. Also I had made it so that after Map Making is researched the settler only costs the normal 2 pop, but the AI didn't seem to want to research this any more quicky.
I know it adds complications, but the AI really needs to adapt to editor modifications, otherwise it's not much use having an editor.