Two quick thoughts - Exploring & Workers

dudeSDCA

Prince
Joined
May 21, 2009
Messages
401
Location
San Diego, CA
Awesome mod. Playing ROM with Better Ai .81, Afforess Modpack.

Two quick questions:

- It doesn't seem that the AI values scouts/explorers/exploring. I sometimes find myself in mid-game landing on a new continent with several Civs on it and finding tons of goodie huts untouched. Seems strange.

- Is there a way to increase the weight the AI gives to workers building villages/cottages/towns? Even when I have my workers on auto, it seems they don't really like to build these, even when civic bonuses would encourage their being built.

Thanks to all the devs for their great work!
 
Scouts/Explorers cannot crack defended huts, and Barbarians defend huts.

Maybe the problem is the AI doesn't send military units to hunt down defended barbarian huts?

(Or use spies -- spies are the best way to crack huts that are defended).

Hmm. Do workers pay attention to civic bonuses when they decide what to build? Note that bonuses to towns won't show up in worker decisions to build cottages (they are too far away). Also of interest -- double growth doesn't factor in, and neither does time until end of game.
 
Scouts/Explorers cannot crack defended huts, and Barbarians defend huts.

Lots of huts still, many undefended. I sometimes will have my explorers out and I'll watch AI explorers pass up huts that are undefended...

Hmm. Do workers pay attention to civic bonuses when they decide what to build? Note that bonuses to towns won't show up in worker decisions to build cottages (they are too far away). Also of interest -- double growth doesn't factor in, and neither does time until end of game.

This is a really good question -- I've noticed that the workers start building more cottages later in the game once I change my civics...so they're definitely not planning for the future (and I hate micromanaging that...)
 
- Is there a way to increase the weight the AI gives to workers building villages/cottages/towns? Even when I have my workers on auto, it seems they don't really like to build these, even when civic bonuses would encourage their being built.

There is an XML value for what kind of improvement the AI favors. Some AIs get nonsense like "windmill" (how is that helpful for 2/3 of the game?!), but others do in fact get "town" "farm" or "workshop" and it seems to affect their choices somewhat.

Note that you own auto workers will make improvements based on the emphasis you place on the governor. If you pick commerce, they will spam cottages pretty nicely. If you have at least caste/guilds/chem and pick hammers, you can (even in stock bts) get the workers to auto spam workshops for you (I did this heavily in the king george RPC to save time in an easy game ---> earth 18 on emperor colonizing new world w/o AIs there). You can even get them to farm by clicking food, although the governor goes buck wild on food then and will grow the city well into unhappiness/unhealth that way...but if for some reason pop micro annoys you less than worker micro, you can turn the citizen governor off and then get the workers to spam farms there regardless.

Clicking only things like science or great people yields erratic improvement results from what I've seen.
 
Back
Top Bottom