this is why the AI loses

wysiwygger

Blitz programmer
Joined
Jul 15, 2002
Messages
77
Location
LA
I used an embassy to see this city. they are trying to build a wonder with 11 production. they could easily just mine the tiles, but no, the AI always irrigates most of the grassland even if it wont do anything, but it takes forever for them to get around to mining it. :crazyeye: the city has 15 extra food per turn and it is size 12. my size 12 capitol has 31 production almost 3x theirs. this is why the AI needs production bonuses to keep up.
 

Attachments

  • babylon.jpg
    babylon.jpg
    467.7 KB · Views: 426
yes, that is a big problem, and also the reason why I never use city governours.......

somehow, the AI is incapable of realizing that the city cannot grow and thus should switch into maximize production, and also that bonus grassland should always be mined - unless the city stops growing for lack of food.....
 
It's not the governer so much as the workers, methinks. Check out their production towns.
 
I dunno. I've seen the AI mine MOST of it's territory. Or at least a great deal of it. And that's before I started mining grassland. :p
 
I usually mine the bonus shield grassland (to get 2/2/1) and irrigate the non-bonus grassland (to get 3/0/1). The AI, on the other hand, irrigates shield grassland (3/1/1) and mines non-bonus grassland (2/1/1).

So who has the better strategy? On the surface, the stats look identical. Maybe I should mine both squares irrespectably (2/2/1 and 2/1/1) for an added production boost, since I always encounter population limits (6/12/twenty something).
 
:lol: :lol:

a picture does paint a thousand words.:lol:
 
Originally posted by smallstepforman
I usually mine the bonus shield grassland (to get 2/2/1) and irrigate the non-bonus grassland (to get 3/0/1). The AI, on the other hand, irrigates shield grassland (3/1/1) and mines non-bonus grassland (2/1/1).

So who has the better strategy? On the surface, the stats look identical. Maybe I should mine both squares irrespectably (2/2/1 and 2/1/1) for an added production boost, since I always encounter population limits (6/12/twenty something).

Actually, I've seen the AI mine and irrigate both. If I completely let loose the reins on my workers, they'll usually go about 50-50 - and in a very predictable pattern, no less. And I don't care, because it doesn't matter: 3+2=2+3 and 1+1=2+0.
 
Mining or irrigating bonus grasslands does matter in one way - during a GA or war-time mobilization, each tile that already produces a shield will produce an extra shield. With an irrigated bonus grassland and a mined normal grassland, the GA will produce 2 extra shields for that city; with the mining / irrigating reversed, the GA will produce only 1 extra shield.

In cities surrounded largely by grassland, irrigating more than a tile or two is almost never needed until Sanitation and the ability to grow beyond 12 pop to work all 20 available city tiles.
 
Back
Top Bottom