Lord Chambers
Emperor
- Joined
- Nov 23, 2001
- Messages
- 1,004
I'm pretty tired of seeing late game workers destroying all the towns of rival civilizations. Sometimes it looks smart, like they're trying to destroy the prizes of my conquest because they know my invasion is going to be successful, or that they know they need workshops for hammers fast, but sometimes it looks like this:
Every square is having it's improvement reversed. And judging by the poor development of the cottages in the screenshot, they were only recently built on top of some previous improvement. One tile even has two workers building two different improvements at the same time. If that doesn't demonstrate broken AI, I don't know what does.
The only logical explaination for this kind of behavior is that the rival civilization's workers have unionized and now are eternally secured work, even when it's counterproductive.
Now, "making the AI better" is an ephemeral hope, so I would just suffice for restricting the AI's ability to improving a pre-existing square to once per 100 years. Or maybe teaching it to delete extra workers instead of keeping an army of them around into the lategame (they'll unionize). Or raising the value of railroads, which in the screenshot aren't evidentally as highly prized as having a farm for 1 turn and immediately converting to a workshop. Now that is micro.
As it stands, the rival civilizations self-destruct in the late game by torching their developed cottages in favor of farms and workshops, or their mines for windmills. That's awesome if they were going for UN votes or domination, but they're just fipping tile improvements back and forth which cripples them. They might still get production bonuses on higher levels, but each and every discount on a worker results in hundreds of lost commerce later in the game since the worker AI is so fubar, turning immortal into noble.
Who else has seen this?
Spoiler :
Every square is having it's improvement reversed. And judging by the poor development of the cottages in the screenshot, they were only recently built on top of some previous improvement. One tile even has two workers building two different improvements at the same time. If that doesn't demonstrate broken AI, I don't know what does.
The only logical explaination for this kind of behavior is that the rival civilization's workers have unionized and now are eternally secured work, even when it's counterproductive.
Now, "making the AI better" is an ephemeral hope, so I would just suffice for restricting the AI's ability to improving a pre-existing square to once per 100 years. Or maybe teaching it to delete extra workers instead of keeping an army of them around into the lategame (they'll unionize). Or raising the value of railroads, which in the screenshot aren't evidentally as highly prized as having a farm for 1 turn and immediately converting to a workshop. Now that is micro.
As it stands, the rival civilizations self-destruct in the late game by torching their developed cottages in favor of farms and workshops, or their mines for windmills. That's awesome if they were going for UN votes or domination, but they're just fipping tile improvements back and forth which cripples them. They might still get production bonuses on higher levels, but each and every discount on a worker results in hundreds of lost commerce later in the game since the worker AI is so fubar, turning immortal into noble.
Who else has seen this?