Stop Workers from Building Forts

AndalayBay

Chieftain
Joined
Dec 18, 2005
Messages
15
Tried searching but couldn't find anything. How would I stop automated workers from building forts? This is something that drives me nuts. I don't understand why as soon as one resource is hooked up to your trade network, the ai insists on plopping down a fort on every other instance of that resource. Could someone give me some direction on what I would need to change to stop this? I've done a little bit of modding before - basically merging or tweaking existing mods. I'm running Quot Capita right now, so I'd proabably have to go in and tweak some things in there.

Any help appreciated. Thanks guys!

Edit: btw, I'll running BTS.
 
If you go into the game options, there is an option to have workers NOT build on top of previous improvements. If the tile has no improvement, they may build a fort there, but if you put in a mine or farm or plantation or any other improvement, they will not build anything there to replace it.
 
But I like it when they upgrade old improvements as I discover new techs, so I don't like to have them leave previous improvements. So I'd like to adjust their abilities or whatever instead :)
 
I don't see why you want them to not build the forts. As long as they are not in any city's BFC, the forts are good for you.

The forts give you the resource they are built on just like the regular improvement would and they are harder to successfully airbomb than the regular improvements (and provide defensive bonuses to units there, and allow basing of air units there).

Also, stop automating your workers. If you want your workers to build what you want to build then tell them to build what you want them to build instead of letting them decide for themselves.
 
I don't want to manuallly control my workers. I find it hard enough to keep track of everything as it is and I think in general the game does a better job of determining what improvements should be built than I do :) They build the forts right in the middle of my territory. Also, you don't get the resource unless the proper improvement is built to harvest that resource, don't you? I've looked at the number of gold sources I have, for example, and I really thought that didn't increase unless I built mines, but I could be wrong.

As I said, I'll do my own mod, I was just looking for some direction on where to start looking to revamp the rules. Otherwise I'll just tell them not to replace improvements for a while and then flip that when I have enough technological advancements that I want to take advantage of. Of course if you get the resource without having to build the proper improvement then I guess I can leave them alone. It just bugs me!! Yes, call it OCD :)
 
Forts give access to resources, yes, but automated workers are still bad. They can't tell what you want there. I send mine out in clumps of 2-4, and that reduces some of the micromanagement. The automation also makes global warming come sooner and turn the best national park city into a field of plains.
 
I never automate workers, the lazy snods end up in some forgotten city on my frontier drinking coffee and eating donuts. Literally, I will look in some dump city and find 4 of them sitting in there.

I guess I would rather have direct control of them then to let the sneaky computer waste them -- and they are expensive to maintain so use them judiciously at all times.

As for forts, I didn't know they gave access to the resource. Are you saying that if you build a fort over an iron resource, it acts as a mine? Very interesting if that is the case. . .
 
I never automate workers, the lazy snods end up in some forgotten city on my frontier drinking coffee and eating donuts. Literally, I will look in some dump city and find 4 of them sitting in there.

I guess I would rather have direct control of them then to let the sneaky computer waste them -- and they are expensive to maintain so use them judiciously at all times.

As for forts, I didn't know they gave access to the resource. Are you saying that if you build a fort over an iron resource, it acts as a mine? Very interesting if that is the case. . .

I didn't know it did either, but that seems to be what people are telling me. I find workers will park themselves in a city when they think all the improvements are done. I use the units menu to see where they've gone and activate them if I want them to do something. Other than the fort building, I don't mind most of the improvements they do, but I don't play at a high level either!
 
Now that I am thinking about it, maybe a fort has the switched turn on that makes them "Act As A City" which if it does, then it would make sense it would be able to use the resource. If that is it, then that changes my tactics all over again!
 
Could be, but I find that when I mouse over a fort, it still says that it needs a mine or whatever for the resource. I guess I'll have to find a resource with a fort on it and try to count up the sources...
 
I would think that a fort would not get you the extra 2 hammers (what a standard mine adds) but it would allow you access to the resources (silver, gold, iron, copper, etc...) as long as a road connects it to your cities as well.

Resources (bonus land types) are different from hammers, gold, and culture.
 
Tried searching but couldn't find anything. How would I stop automated workers from building forts? This is something that drives me nuts. I don't understand why as soon as one resource is hooked up to your trade network, the ai insists on plopping down a fort on every other instance of that resource. Could someone give me some direction on what I would need to change to stop this? I've done a little bit of modding before - basically merging or tweaking existing mods. I'm running Quot Capita right now, so I'd proabably have to go in and tweak some things in there.

Any help appreciated. Thanks guys!

Edit: btw, I'll running BTS.

Open up the Civ4Unitinfos file and remove the Build Fort from the list of available builds
Code:
			<Builds>
				<Build>
					<BuildType>BUILD_WELL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_QUARRY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FORT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_SCRUB_FALLOUT</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINERY</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_COTTAGE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PASTURE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_CAMP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_FARM</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_MINE</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WORKSHOP</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_LUMBERMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WINDMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_WATERMILL</BuildType>
					<bBuild>1</bBuild>
				</Build>
				<Build>
					<BuildType>BUILD_PLANTATION</BuildType>
					<bBuild>1</bBuild>
				</Build>				
			</Builds>
i.e. delete this section
Code:
				<Build>
					<BuildType>BUILD_FORT</BuildType>
					<bBuild>1</bBuild>
				</Build>

NOTE: Before ever editting any file in Civ make a backup copy of it, just in case you make an error. Syntax is very important to get right when editting XML files.
 
Thanks Kiwitt! It appears that editing UnitInfos would remove the option for workers to build forts at all though - correct? In other words, if I wanted to instruct them to build a fort manually, the option wouldn't be available. I was hoping there was a way to tweak the AI, but that looks like that would involve a lot more work (SDK and/or Python).

I know XML and some Python, but I'm still sorting through the Civ file structure. Thanks for the link to the wiki - I just discovered that recently and have started to go through it...
 
You can copy the Worker unit and create one for the AI and one for the player you normally use.

e.g. Worker_AI and Worker_HU and give different build options for each. You can then assign these as unique units to your civ
 
I'm only referring to the automated workers of human players (ie me :)) So I was referring to the AI for my automated workers. I would like to retain the option to build forts manually, should I have the need, but they wouldn't plop forts down on every resource when I'm letting them run around and "improve" things (or not as the case may be ;))
 
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