Tekamthi
Emperor
- Joined
- Aug 12, 2016
- Messages
- 1,941
afaik we have a fully-functional, if rudimentary, AI type that sits unused in VP: UNITAI_TREASURE
its from one of the conquest of new world scenarios, in which various mechanisms generate 'treasure' units, which must be moved back to a player's capital. for ref, see https://civilization.fandom.com/wiki/Treasure_(Civ5)
idk to what extent it integrates with other ai considerations, like does it just beeline units with no regard for danger? but it seems to be intact and basically functional: in modmod sub, I updated a whoward mod to use this AI (see the population/refugees thread), but I redundantly also gave the affected units a custom mission to go to capital, so I'm not completely sure which is doing the job, but between the two AI seems to handle these units as expected.
Assuming it works, what else can be done with this AI to improve gameplay?
Personally, i'd prefer if goody huts worked via this AI rather than an instant yield -- this would provide a natural balancer to players that exploit distant goodies en masse (*cough cough* Polynesia... ahem) but I gather that some would find this retrieval gameplay tedious. Seems a shame we can't find SOME kind of way to incorporate this into the mainmod -- it is inherently part of civ 5 codebase after all, and has survived many VP iterations in which other unused features were neutered or altogether removed.
In mb+ I will likely attempt a few concepts I have in mind, connected to this. But thats months off at best. In meantime, what ideas does community have in connection to this unused AI type?
its from one of the conquest of new world scenarios, in which various mechanisms generate 'treasure' units, which must be moved back to a player's capital. for ref, see https://civilization.fandom.com/wiki/Treasure_(Civ5)
idk to what extent it integrates with other ai considerations, like does it just beeline units with no regard for danger? but it seems to be intact and basically functional: in modmod sub, I updated a whoward mod to use this AI (see the population/refugees thread), but I redundantly also gave the affected units a custom mission to go to capital, so I'm not completely sure which is doing the job, but between the two AI seems to handle these units as expected.
Assuming it works, what else can be done with this AI to improve gameplay?
Personally, i'd prefer if goody huts worked via this AI rather than an instant yield -- this would provide a natural balancer to players that exploit distant goodies en masse (*cough cough* Polynesia... ahem) but I gather that some would find this retrieval gameplay tedious. Seems a shame we can't find SOME kind of way to incorporate this into the mainmod -- it is inherently part of civ 5 codebase after all, and has survived many VP iterations in which other unused features were neutered or altogether removed.
In mb+ I will likely attempt a few concepts I have in mind, connected to this. But thats months off at best. In meantime, what ideas does community have in connection to this unused AI type?
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