Some consolidated thoughts on settling (those are scattered here or there already, especially in the AI mod thread):
- Capt. Obvious: The AI should simply settle the good spots close to its territory as a priority. (This is improved by
@notque s mod)
Interestingly, the (base) AI settles smarter on Fractal (imo). Less options = less confusion, maybe?
-
The major AI problem seems to be the silly tile evaluation (mouse over the suggestions on the settler lense near borders - the AI doesn't get that resources are already taken by other civs) - this is a core logic problem that FXS needs to deal with. (They probably will - improvements are on the roadmap and it's the most glaring issue)
- Forward settling is not the problem in itself, it's actually encouraged by game mechanics. (Trading range + resource grabs in particular - but also settlement limits mean that you need productive settlements.) The AI should also be able to try that as a last resort when boxed in - and obviously any limitation needs to be shut down in Exploration.
- Loyalty mechanics didn't help the AI in Civ6 at all, quite the opposite - as a player you could often easily take cities by loyalty war. It's not easy to program AI to handle this. It got catastrophic in Dramatic Ages mode, where whole continents fell to Free Cities because the AI could not handle the loyalty system.
You could build a similar system just for tile evaluation, maybe? (But again: the mechanics are wildly different- you need to have a wide presence on the map to trade, not to mention Exploration win conditions.)