Some of you have mentioned that you've seen the AI do some pretty stupid build/re-builds of improvements by their workers. A few things popped into my head almost immediately...
I don't even pretend to act like I know how to read the XML code so this question is directed to those of you who do. Is there a certain check the AI does each turn that tells it what improvement is needed? And if so could this explain why a worker would build a workshop over a farm, few turns later the check says not enough food, so the worker builds a farm back over it? If one worker is remedying the fix and another becomes free, does the AI know this, or will it also try to remedy the fix only to find it wasn't needed in the first place therefore turning right back around and improving it back to what it was?
My other question is....
Could it just be that in the beginning of the game certain things were needed for the city to grow and not needed in the latter part of the game? For instance: A grassland tile early in the game with a farm produces +3
. You build 4 farms on grasslands so your food output from those 4 tiles becomes +12
. Now it's later in the game and you've teched Biology which causes farms to produce an extra +1
. Assuming that this particular city is NOT your GP Farm, wouldn't it be more beneficial to take one of those farms and cottage it? Or even better when you can build a Supermarket for the +1
, change 1 farm to a workshop.
4 farms pre-biology on grasslands = +12
/ post biology = +16 
3 farms post-biology with supermarket and 1 workshop on grasslands = +14
+4 
3 farms post-biology and 1 town = +14
+1
(civic needed) +5-8
(civic + leader trait specific)
assuming my math is right and there are no bonuses to specialists, the extra
or
far outweigh the benefits of the extra +2
from leaving the farm improvement.
Agree or disagree?
I don't even pretend to act like I know how to read the XML code so this question is directed to those of you who do. Is there a certain check the AI does each turn that tells it what improvement is needed? And if so could this explain why a worker would build a workshop over a farm, few turns later the check says not enough food, so the worker builds a farm back over it? If one worker is remedying the fix and another becomes free, does the AI know this, or will it also try to remedy the fix only to find it wasn't needed in the first place therefore turning right back around and improving it back to what it was?
My other question is....
Could it just be that in the beginning of the game certain things were needed for the city to grow and not needed in the latter part of the game? For instance: A grassland tile early in the game with a farm produces +3
. You build 4 farms on grasslands so your food output from those 4 tiles becomes +12
. Now it's later in the game and you've teched Biology which causes farms to produce an extra +1
. Assuming that this particular city is NOT your GP Farm, wouldn't it be more beneficial to take one of those farms and cottage it? Or even better when you can build a Supermarket for the +1
, change 1 farm to a workshop.4 farms pre-biology on grasslands = +12
/ post biology = +16 
3 farms post-biology with supermarket and 1 workshop on grasslands = +14
+4 
3 farms post-biology and 1 town = +14
+1
(civic needed) +5-8
(civic + leader trait specific)assuming my math is right and there are no bonuses to specialists, the extra
or
far outweigh the benefits of the extra +2
from leaving the farm improvement.Agree or disagree?
Farms or all
City,
City, and balance the rest. I don't generally do this myself. I try to specialize every city to its fullest potential, not balance it out.