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Arnelos
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of the Free World
Sep 2002 time: 00:35
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First of all, while the AI will assign the new tile based upon what it perceives the city to need most, you only get the additional SHIELDS from the new tile (sort of stupid, I know). This means that if your city is food poor after the pop increase and before the new tile is selected, the AI will many times select an unimproved non-bonus grassland tile (2 food, 0 shields) simply because it's the best tile for food in a city that needs more food... since only additional shields are counted, you get nothing extra.
The best way to game this little quirk is to, first of all, have the AI Governor set to "Emphasize Production" in all cities. This will slightly increase (emphasis on SLIGHTLY) the chance that the AI will select a high-production over high-commerce or high-food tile. However, the slight bonus in production can make a big difference if you're micromanaging and planning ahead.
A city that is 5 spt and 3 fpt under one WF setting and 6 spt and 2 fpt under another can be tweaked to give you 2 more food earlier (getting your pop increase a full turn sooner than otherwise) and then use the pop increase (extra tile hopefully a forest or a mined bonus grassland tile, etc.) to finish a settler as the pop increases. If the pop increase would otherwise result in an unhappy pop point, all the better for the timing.
Using such a tactic repeatedly over time can be very effective. The trick is being able to anticipate what tile the AI will pick. I've found this incredibly frustrating at times... the AI will far too often pick a high-food tile with little or no shield bonus as the free tile (completely useless). The key seems to be making sure that the last turn you do the pop increase is a turn on which you've set the city to max out its food income so that it's more likely to pick a high-production tile when the AI looks to pick the next one.
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