useless AI in svn version

yes they switch to chiefdom and build those 3 cities.

if the options to limit cities by civics is off I think the chiefdom doesnt give any extra hapiness.

Is it anarchy -> (right after tribalism)chiefdom -> despotism -> monarchy right ?

I guess I will try to play the game on later eras, hopefully the ai will be able to build the cities then.
 
The AI doesnt seem capable of using gatherers to develop resources in a lot of cases or doesnt consider it a priority
 
The AI doesnt seem capable of using gatherers to develop resources in a lot of cases or doesnt consider it a priority

I think it is because they are used up in the building of the improvement.

When the work boats were not used up in building kelp gatherers they built them but now the early work boats are used up they don't.
 
yes they switch to chiefdom and build those 3 cities.

if the options to limit cities by civics is off I think the chiefdom doesnt give any extra hapiness.

Is it anarchy -> (right after tribalism)chiefdom -> despotism -> monarchy right ?

I guess I will try to play the game on later eras, hopefully the ai will be able to build the cities then.

You do know that you Must start in the Prehistoric Era don't you? You can't start in later Eras as they/the mod is not set up for that.

JosEPh
 
The AI doesnt seem capable of using gatherers to develop resources in a lot of cases or doesnt consider it a priority

Been thinking on this... is this a problem on the release version or svn?
 
I have 8 cities right now and should have more. The best AI has 3 and the other 2 only 1 each right now. I just killed off 1 civ and it only had 1 city and this is around 450 or so turns into the game. There are 10 more civs in the game, but I haven't got to them yet to see how they are doing. This is in the download version since I do not mess with the svn.
 
You do know that you Must start in the Prehistoric Era don't you? You can't start in later Eras as they/the mod is not set up for that.

JosEPh

no I didnt know that because where is it written ? Surely not when I start the game. And it is actually working pretty well I started one epoch after prehistoric (ancient I think), what I did is I went to world builder and edit all civs 4 cities to the start and the game now is much better than before, some civs are even building new cities (but still while I just hit monarchy with 9 cities, half od the computers have still 4 cities on slowest research speed)
 
It's not written anywhere no. I get that. And you don't HAVE to start on Prehistoric but you're missing out on a lot if you don't IMO. I don't know if that can be blamed in any way for poorly spreading civs though.
 
no I didnt know that because where is it written ? Surely not when I start the game. And it is actually working pretty well I started one epoch after prehistoric (ancient I think), what I did is I went to world builder and edit all civs 4 cities to the start and the game now is much better than before, some civs are even building new cities (but still while I just hit monarchy with 9 cities, half od the computers have still 4 cities on slowest research speed)

There has been much discussion on the option to start later than prehistoric. There even has been a little, very little unfortunately, work done on the ancient era. However it hit the wall of "I would not develop my nation that way in the prehistoric era.". IE we could not agree on a simple set of strategies. Mind you now we have more traits we should be able to come up with a strategy for each trait. Much work to be done.
 
Just noticed in my current game on SVN that my neighbours have twice built a Tribe but have not yet buiilt a a second city.

They have plenty of space with no barbarian cities

Checked the WorldBuilder and a couple of civs have gone to two cities ( I have 4 but am very stretched). A lot of them are building Tribes but if the evdience of my neighbour is anything that doenst mean they will expand.

Why would they be reluctant to deploy Tribes? I wonder is it becauise of the number of animals
 
Just noticed in my current game on SVN that my neighbours have twice built a Tribe but have not yet buiilt a a second city.

They have plenty of space with no barbarian cities

Checked the WorldBuilder and a couple of civs have gone to two cities ( I have 4 but am very stretched). A lot of them are building Tribes but if the evdience of my neighbour is anything that doenst mean they will expand.

Why would they be reluctant to deploy Tribes? I wonder is it becauise of the number of animals

That's where the most recent evaluation has taken Alberts and I... to suspecting that the code that gets settler stacks to avoid danger might be a bit (perhaps a LOT) too careful.

Do me a favor and save that game and upload it here... sounds like it would be a good one for testing.
 
That's where the most recent evaluation has taken Alberts and I... to suspecting that the code that gets settler stacks to avoid danger might be a bit (perhaps a LOT) too careful.

Do me a favor and save that game and upload it here... sounds like it would be a good one for testing.

Will do later
 
That's where the most recent evaluation has taken Alberts and I... to suspecting that the code that gets settler stacks to avoid danger might be a bit (perhaps a LOT) too careful.

Do me a favor and save that game and upload it here... sounds like it would be a good one for testing.


I fear it's not that simple.

The building of settlers has nothing to do with the founding of cities. The AI always builds a limited amount of settlers. But the choice to found a city is made later and here could alot go wrong. After that the settler moves to the chosen plot, but first needs a defender and so on.

After all of that danger while movement could play a role.
 
I fear it's not that simple.

The building of settlers has nothing to do with the founding of cities. The AI always builds a limited amount of settlers. But the choice to found a city is made later and here could alot go wrong. After that the settler moves to the chosen plot, but first needs a defender and so on.

After all of that danger while movement could play a role.

We can't say that not building settlers would have nothing to do with stalled growth - it certainly can. But in this case we've eliminated that as the problem.

You're right about everything you say... it could have to do with the brokerage system failing in some way or being overly cautious. I'm less suspicious of the brokerage stuff though because it does seem to be working for other areas - but if it's the source of the issue then it's a much bigger problem with deeper implications in many other areas.
 
The brokerage stuff is not stopping the barbarians settling. I have seen them send out a tribe/settler, make a city and then many turns later a unit turns up to defend that city even though I had destroyed it. This means that that unit must have gotten its orders to go to that city between it being built and destroyed. It is possible that this is the main reason for those undefended barbarian cities.

The barbarians have no fear of animals because they are on the same side. You also see there workers out in the wild without defenders for the same reason.

Perhaps a settler should not be looking to settle somewhere with out at least one defender. IE the ai for the settler should insist on it being accompanied in the wild and the danger be assessed based on the stack mot just the settler.

Just a thought based on what I have seen and guessed is happening.
 
Settlers ARE supposed to be waiting for accompaniment before heading out... I wonder if that's where it's failing and barbs just don't have the programming to care as much...
 
Could be the brokerage system.
Could also come from not even thinking about founding new a city.
Could be something else.
Or a bit of everything.


I suggest to start a few AutoPlay games and exactly compare how the different AI players expand. Because after 600 turns in snail there are huge differences.
 
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