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#5 Settling AI

1.0
open
nobody
None
2015-03-19
2015-03-19
Lib Spit
No

Something like:
Take half the units from the city where the settler is built (most AI citys have 5-20 units stacked up) and add them to the settler stack.
Ignore dangerous units up to total number size of stack -3 (settler plus two units) (or move X squares outside of border, X being stack-3. )
Move to settlement site and found.

Additional New Thought:
Something like an equation that takes this sacrifice 1 unit for 1 range concept a bit further and smarter.
So when we know how/where the AI values tiles and sites, we could have something like site value 100 is worth 1 sacrifice (1 tile range) 200 is worth 2 sacrifices, etc. so that something like a munitions tiles would be worth sacrificing loads of guys for, because it opens up a world of new much more powerful units.

The idea being is that the AI/Player can afford to lose many of it's units, if the end result is a new settlement, as borders will protect it from animal attacks and a cities development will soon allow for even more units to replace the few that were lost, and the new city equals a big net gain in time.
It would probably also be good for the AI to add a worker to it's settler stack, so it canstart developing the area around the new city as soon as it has the funds.

I think the only reason it expands right now is because sometimes a good site opens up inside it's borders or next to the border, we need to get that sphere expanded to about two or 3 squares, and in terms of the Vault civs, as far as it takes to get the next Vault.

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