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Reforestation for VP

Discussion in 'Mods Repository' started by gwennog, Apr 26, 2020.

  1. gwennog

    gwennog Prince

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    It's the same mod as the original with some small modifications.

    • Can't plant on snow.
    • Planting grows a forest or a jungle depending on the surrounding biotope.
    • Small chances of having a resource that appears but only for camps, plantations or lumbermills.

    Credits:

    • framedarchitecture : creation
    • civplayer33 : no snow
     

    Attached Files:

    Chaste, Kim Dong Un, Tekamthi and 2 others like this.
  2. ryanmusante

    ryanmusante Regular Supporter

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    How does the AI make use of this?
     
  3. gwennog

    gwennog Prince

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    Not enough for my taste but from time to time all the same (the cities states report more regularly). If anyone knows how to push the AI to use them more, I'm interested, of course.
     
    ryanmusante likes this.
  4. Tekamthi

    Tekamthi Prince

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    great update! use the original in most games, will be using yours moving forward..

    in original i noticed ai sometimes will plant forest on farm, build farm on forest, then immediately plant again.... not that often though i think, hard to say. i imagine these quirks persist here
     
  5. gwennog

    gwennog Prince

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    Yes, I don't know how (and even if it is possible) to change the behavior of the AI?
    I add improvement flavors but I don't know if they work. There is none in VP :confused:.
     
  6. Tekamthi

    Tekamthi Prince

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    iirc, some of the community here have speculated that flavors have little to no effect on AI, though in past experimenting i'm not sure its entirely irrelevant.. regardless, i'm guessing its impossible using flavors to do anything meaningful (could be wrong though). i think this would be a dll side fix to eliminate these things entirely.

    it seemed relatively rare that this ai behaviour occurred, or at least that i noticed it happening... if its frequent enough to be a problem though, blocking plant forest on existing improvements might fix this most of the way, though that would seriously limit its usage... some kind of creative set of restrictions though maybe.. maybe forest can only be planted next to existing forest or fresh water? could limit the tiles available for planting to the ai this way, and thus limit the occurence of odd loops, though not entirely

    anyway, i still find it very playable with these occasional ai oddities, thanks again!
     
  7. gwennog

    gwennog Prince

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    Good idea but this amounts to limiting the planting to tundra tiles :blush:.

    I may have a lead but I haven't analyzed the thing. Before becoming a forest, the worker builds a forest plantation improvement (IMPROVEMENT_PLANT_FOREST). This one having no yields value, it isn't sought by the AI. If I put values in it, doesn't the AI compare to the value of the initial improvement?
    but I may be completely wrong. :dunno:
     
  8. Chrome Birb

    Chrome Birb Chieftain

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    It does, since it's very likely the same logic for automated workers (for example, with the community events mod and Brazil, your automated workers won't build logging camps even if they have nothing else to do, since the gold gain doesn't outweigh the food loss from the unimproved jungle until you get that industry policy or research combustion).
    On top of this, if the AI is able to "see" the yields granted by buildings, beliefs, policies, etc. when planting a forest by making these give the corresponding yields to the plant-a-forest improvement, the AI (specially the civs with a cultural victory bias thanks to the zoo) should plant forests more often.
     
    gwennog likes this.
  9. gwennog

    gwennog Prince

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    Yes, since the last post (very old) I have tried a bit in this direction but thanks for confirming. There is a double problem with my modifications, planting a forest can give a jungle, in fact, the bonuses will not be the same and suddenly the second problem is how to dose the bonus of the IMPROVEMENT_PLANT_FOREST.
     

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