Isn't the fertility of a plot used by the AI to score the value of that plot for settling? If the plot fertility value is increased adjacent to a NW and you've added additional scoring to AiFavoredItems toward NWs my concern is that the AI will go far out of its way to settle near a NW when a closer settlement would be more beneficial (i.e. for loyalty and defense).
PlotEvaluations
This system is used to score plots for settlement purposes. It is possible the see the scoring (there is a Lua function for that) for 3 plots that the game "recommends". This allows for testing.
Important. This system ignores Favored flag. I changed that flag for different params and the scoring was always the same. Also, fractions don't work. XML and SQL allows for fractions, but only integer is used for calculations.
Parameters.
- Foreign Continent - adds Value to the scoring if the plot is on the foreign continent.
- Coastal - adds Value to the scoring if the plot is on the coast.
- Fresh Water – adds Value when spot has fresh water (river or lake).
- Inner Ring Yield - adds Value * yield for a specified YieldType; Inner Ring is 6 tiles around the spot, the central plot is not counted.
- Total Yield - adds Value * yield for a specified YieldType counting Rings 1-3; please note that it overlaps with Inner Ring!
- Resource Class - adds Value for each Resource of the specified class within Rings 1-3. Important. AI doesn't cheat here - it counts only revealed resources.
- New Resources - adds Value for each copy of the new resource in Ring 1. Important. Improved resources are not counted and the tech to improve the resource is not required. I.e. it will count tea even if you don't have Irrigation.
- Specific Resource - adds Value for each copy of the specific resource within Rings 1-3. No cheating, only revealed are counted.
- Specific Feature - adds Value for each tile of the specified Feature within Rings 1-3.
- Nearest Friendly City - key parameter that controls how far away from our city a new one is settled. It adds Value * Distance to the score. Notice however that Value is negative (-10 by default), so it means that 1 tile is worth 10 points. Since there has to be at least 3 tiles, so by default the score gets a -30 hit. This explains (mostly) why most of the AI cities are 4 tiles away from each other.
- Cultural Pressure - parameter added in Rise & Fall. I think it was supposed to work in a way that Favored=0 adds your pressure (closer to your cities) and Favored=1 subtracts pressure from others (so, away from others). Well, imho Favored=1 doesn't work (Favored is ignored in the entire system). Thus only Favored=0 gives an effect and it adds Value * (20+Pressure). This partially explains why sometimes AI settles cities in the pressure zone - because even with pressure -10, it still adds Value * 10 to the score. If the 2nd parameter would work, AI would never settle a city in a pressure higher than -10 (-60 hit), even -5 would be very unlikely (unless a crazy good spot).
Additional info.
There is no support for Terrain. So, hills and mountains are ignored and hills influence settling only via production yield.