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Willem
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Canada
Dec 2001 time: 00:17
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quote: Originally posted by The Andy-Man
hey! this sounds like a good way to impliment my idea for not letting settlers settle on jungle. now to stop them going on tundra and desert, but i dont think there ias a otion for this is ther... |
Not directly, but I've managed to do it by adjusting the food values. Make your citizens use 3 food, then remove food from Tundra and Desert, even Hills if you like, that's what I've done as well. Then increase your irrigation bonuses for Grasslands, Plains and Floodplains. The AI will still try to build, but the city will starve out of existance by the next turn.
It works quite nicely, the AI is still expanding fairly rapidly, but now it's not this mad rush for territory at the first of the game. Plus it forces it to build more Workers instead of Settlers right away. I can actually do more than just plan the location of my next city, or control a horde of Settlers all being completed at once.
The main problem with this approach though is that you end up having to make some compensations in several other areas, like shields and road bonuses. So it's taking awhile to fine tune things. It doesn't help matters any when they change the rules on me, and I have to rethink my plans. Oh well, at least it was a good change. BTW, I've come up with a name for my mod, The Builder's Dream Mod.
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Willem
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Canada
Dec 2001 time: 00:17
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quote: Originally posted by lockstep
Even if the 'mad rush for territory' is eliminated, I'd be hesitant to add a feature that the AI obviously can't cope with. And it's the same with wheeled settlers - in my test games for korn's blitz mod, I've observed AI civs that were 'bottled in' by jungle and/or large mountain chains, failed to expand and later became easy prey for me or other AI civs. |
Well that's always the problem with modding, you never really know what the end result might be. So far though, the "starving settlers" approach has worked out fairly well. They may be wasting their resources by building in impossible locations, but they're still expanding and making me hustle for my territory. Though not quite as much as before. I'm not sure about the Wheeled thing yet, I haven't tried it long enough to gauge the results.
But overall, for me at least, the game is much more comfortable to play, while still being a challenge. Maybe that's just because of my game style, I don't know, I haven't had anyone else play my modifications yet, so I can't be certain. The bottom line though is that I enjoy the way it's playing more than I did before, and that's basically all that matters.
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s3d
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Can anyone test such a setup: have 2 pop whelled settler and 3/4 pop normal settler ? Will AI use both ?
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pauli
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herndon, va, usa
Jan 2000 time: 00:17
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s3d, i was going to suggest something like that (though i was going to make the settlers more expensive in terms of production rather than population)
hmm. if we were to try and work this out logically (a poor idea when talking about a civ game, i know), would the ability to carry more food and perhaps travel faster (a useful feature for wheeled settlers) outweigh the added cost of the wagons, when settling on a cost for the different settlers?
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Spatzimaus
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Something I was thinking of the other day, modified by what's in this thread:
Make two Settler units. The no-tech one has 1 movement point, costs 3 population, and can go anywhere. Make a higher one (Wagon) at a slightly later tech (maybe just The Wheel) that has 2 movement points, costs 2 population, but is wheeled.
Basically this gives two options. The AI (and the player) COULD still settle in the lousy areas, but with the type of unit it'd prefer to build (the Wagon) it'd be limited to normal areas. The problem doesn't seem to be so much that the AI wants to settle these areas, it seems more like he builds a lot of extra Settlers and needs to do something with them, and hey, there's plenty of open room over there. Look at how many times, after the map has filled up, you'll still kill a Settler by attacking a city. Players make them as they need them, the AI makes them and then tries to find something to do with them.
I've done a similar thing for Workers; at Replaceable Parts I added the "Engineer" unit (0/1/2) with higher movement, a 1 defense (so he can't be captured) and he can be Airlifted. Except, in this case the Worker upgrades; for the Settlers it'd be nice to keep both varieties.
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Worthingtons
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Pride Park,Derby
Jan 2002 time: 05:17
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Hi there, I am wondering if I have to create a civlopedia entry for new improvements and wonders i create, or would just copying them with the Multitool and renaming hem be enough??
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