etj4Eagle
ACME Salesman
I have decided to give thought to a discussion on ways to improve the way settlers are handled in Civ3, including the AI routines. I know this is one of Zouve's favorite subjects, so maybe he will also enlighten us with his suggestions on how to fix the problem without crippling the AI. But here are my ideas
They fall into two areas: AI settler routines and general changes to settlers for all players so that the map is not instantly all settled. (Both elements are really needed to reign in the AI "settler diehrea").
Currently, at least to me, all AI civ's are quite similar to how they settle. If there is unclaimed land they will send a settler to it, not caring about anything.
First thing is to develop a routine to valuate new territory. Tundra squares with no hope of growth would be valued low, while a resource tile would be valued high. Coastal tiles would be valued high if the civ doesn't already have a city on that coast. An isthmus would also be valued high if it would save a fair bit of sea travel time. This valuation routine would not take into acount distance to territory (that comes later).
Second is to develop AI settlement patterns. At one extreme you would have the current extensive sprawl, where the civ does not care where the territory is located, just that it gets that land. At the other end is a more perfection minded behavoir. In this case the civ will only plant a city if it is adjanct to another one, it will avoid isolated cities. In this case the values from above would be heavily discounted for each tile more than a city radius the new site is from the border.
One step above that ultra perfection behavoir would be the allowance for overseas expansion (ie there is no discounting of territory value if there is no other city on that land mass).
Now each civ would have sliders enabling you to select how severe its sprawl/adversion to sprawl is. Thereby allowing you to have some AI civ's that will go everywhere in the map and others at the same time that will stay very close in.
While this addresses the AI city in that culture gap in your empire and the worthless cities, it does not address the shear numbers of settlers the AI will produce, which from the term Zouve uses is his real complaint. Now there are many players you play this way as well, as it is a valid strategy. Since you maximize score (territory) and the number of resources that you have under your control. However, I do agree that a slower growth might be better.
The game here does not match history, since we are playing for the end run, not the imeadiate. Also we don't really have the trouble of managing a large empire in the early days (there is corruption, but who cares when you are just claiming land for the end game). What is needed is something stronger to hold expansion down.
There are two ways to do this a hard limit or an increasing risk factor. In the hard limit you would be restricted to having only x cities before you discover a certain tech. And then this would increase to y and maybe even z before being lifted.
The other way to do it is similar but instead of saying you can't build that x+1 city, you can build it, but you might not want to. This can be either done by a chance of population dieing out, or a chance of the city going rogue, or a combination of both.
The chance of population dieing out represents that the fringes of your empire don't get all the funding and are not as well kept up as the areas around the capital. Hence as a result of that neglect, each turn there is a chance that some of the population may die to disease.
The rogue chance represents the weakness of your authority out there. They are essentially with you only because it suits their fancy right now. If the dies come up bad at the beginning of the turn, the city will go rogue on you. When this happens it becomes equivelent to a barbarian camp (however if it had gotten any defense bonus due to walls or being a city it keeps those). The garrison will become barbarian warriors of the same type. And each civilian will become a barbarian. Essentially you are getting a barbarian uprising there. And finally some of your treasurey will be lost, equal to if that city had been captured by a foreign power.
These two options will instill a risk in expanding out too fast. Since the closest cities to your capital under the limit will be okay. But then each additional city further out will have an increasing chance of the die coming up bad. Now there is reason to limit your expansion and it will also make colonies more useful. As why risk loosing a city and the hard work that went into building improvements in it, when you could have just built a colony to get that resource. The AI would of course need to be coded to recognize this limit and be programmed to only go after high value sites when other options will not work.
Any other ideas, improvements on how founding cities can be improved? Of course all values that I mention above would be exposed in the editor.
They fall into two areas: AI settler routines and general changes to settlers for all players so that the map is not instantly all settled. (Both elements are really needed to reign in the AI "settler diehrea").
Currently, at least to me, all AI civ's are quite similar to how they settle. If there is unclaimed land they will send a settler to it, not caring about anything.
First thing is to develop a routine to valuate new territory. Tundra squares with no hope of growth would be valued low, while a resource tile would be valued high. Coastal tiles would be valued high if the civ doesn't already have a city on that coast. An isthmus would also be valued high if it would save a fair bit of sea travel time. This valuation routine would not take into acount distance to territory (that comes later).
Second is to develop AI settlement patterns. At one extreme you would have the current extensive sprawl, where the civ does not care where the territory is located, just that it gets that land. At the other end is a more perfection minded behavoir. In this case the civ will only plant a city if it is adjanct to another one, it will avoid isolated cities. In this case the values from above would be heavily discounted for each tile more than a city radius the new site is from the border.
One step above that ultra perfection behavoir would be the allowance for overseas expansion (ie there is no discounting of territory value if there is no other city on that land mass).
Now each civ would have sliders enabling you to select how severe its sprawl/adversion to sprawl is. Thereby allowing you to have some AI civ's that will go everywhere in the map and others at the same time that will stay very close in.
While this addresses the AI city in that culture gap in your empire and the worthless cities, it does not address the shear numbers of settlers the AI will produce, which from the term Zouve uses is his real complaint. Now there are many players you play this way as well, as it is a valid strategy. Since you maximize score (territory) and the number of resources that you have under your control. However, I do agree that a slower growth might be better.
The game here does not match history, since we are playing for the end run, not the imeadiate. Also we don't really have the trouble of managing a large empire in the early days (there is corruption, but who cares when you are just claiming land for the end game). What is needed is something stronger to hold expansion down.
There are two ways to do this a hard limit or an increasing risk factor. In the hard limit you would be restricted to having only x cities before you discover a certain tech. And then this would increase to y and maybe even z before being lifted.
The other way to do it is similar but instead of saying you can't build that x+1 city, you can build it, but you might not want to. This can be either done by a chance of population dieing out, or a chance of the city going rogue, or a combination of both.
The chance of population dieing out represents that the fringes of your empire don't get all the funding and are not as well kept up as the areas around the capital. Hence as a result of that neglect, each turn there is a chance that some of the population may die to disease.
The rogue chance represents the weakness of your authority out there. They are essentially with you only because it suits their fancy right now. If the dies come up bad at the beginning of the turn, the city will go rogue on you. When this happens it becomes equivelent to a barbarian camp (however if it had gotten any defense bonus due to walls or being a city it keeps those). The garrison will become barbarian warriors of the same type. And each civilian will become a barbarian. Essentially you are getting a barbarian uprising there. And finally some of your treasurey will be lost, equal to if that city had been captured by a foreign power.
These two options will instill a risk in expanding out too fast. Since the closest cities to your capital under the limit will be okay. But then each additional city further out will have an increasing chance of the die coming up bad. Now there is reason to limit your expansion and it will also make colonies more useful. As why risk loosing a city and the hard work that went into building improvements in it, when you could have just built a colony to get that resource. The AI would of course need to be coded to recognize this limit and be programmed to only go after high value sites when other options will not work.
Any other ideas, improvements on how founding cities can be improved? Of course all values that I mention above would be exposed in the editor.