pvzh said:
If you will work on expansion in any capacity, remaind Firaxis to fix AI city placement. There should not be ANY cities one tile of the coast where they cannot use water tiles effectively.
It would be cool if they could do it.
BUT:
Possible AI computation.
1. Select new city spot. (as determined by existing rules).
2. Check if surrounding tiles are coastal.
- if not coastal then build city.
3 - if coastal then :
a) check if moving to a coastal location loses resource/etc.
- if not move and build. {first determine how many coastal tiles are available - and which is best}
4. - if yes (loses resources)
check if new location is better than origional (some tile weighting needed here)
- if not better then build city.
5 - if better then :
- move and build. {first determine how many coastal tiles are available - and which is best}
This will need a weighting system for each surrounding sets of tiles, to decide.
It will add a much longer time between moves (more computing needed) to decide the best location for new AI cities.
So although I would like the change (as simple as it seems) - I do not think I could afford to buy the computing power needed to achieve it this year.
Just my 2 cents.
PS.
Think of it like comparing a computer chess game (for new/average players) as against the world champion beating computers that are available.
The more deeper into the move analysis you go - the more powerfull the computer has to be.
Then think of all the possiible moves a civ game has to consider, against the relatively restricted and structured moves of a chess game.
Its not just the moves, but the forward thinging that makes even chess hard to compute.
I could expand further - but I guess you get the point - I am trying to make.
