Improved Farms & Cities Mod
Farms & Cities v02 beta
Unzip and put in ...My Games\GC3Crusade\Mods\AnyModName\Game . Post any bugs or comments in this thread
CREDITS: Franky999 plus R&D from lyssailcor & zuPloed
For version 2.6.1: What makes the AI build farms? On some map sizes and/or difficulty levels, the Enemy AI is competent at building farms. But in some cases, it doesn't build any.
Since farms = cities = population growth, and population growth means a more worthy late game adversary, how can we mod the AI to universally build more farms?
I couldn't find anything in GalCiv3AIDefs.xml? Anyone know what other file to look in?
The problem might be related to the AI's high production bonuses, which could render farm building somewhat unnecessary.
(This question appears in a couple other threads, but they've become too toxic. Some posters had very good observations and ideas about farm building and pop growth. It would be good to keep this thread focused on the Enemy AI farm issue.)
Turn 275 sounds perfect for farm improvements for a Gifted AI. I updated the file to v02. Thanks!What <Improvement> controls cities? Do we need separate tweaks for Yor or are they included?
<Improvement>Population</Improvement> is for cities, but I saw with my AI governors already up to four cities on AI planets.
I didn't do anything special for the Yor though.
I'm so unimpressed with Brad Wardell (Frogboy). All it took was a player to spend a few hours modding to address the issue.
Wardell made some serious mistakes with Crusade. Making farms + cities a two step process is difficult for the AI to handle. Also, monsantum is the most valuable resource in the game now, and it's quite rare. Monsantum should be reworked or removed entirely from the game. There's just no way the AI understands how important it is and to prioritize finding/acquiring it.
I'm giving the mod a try now. Will post up my observations when I'm deep into it!
I gave it a go and I saw most AIs having farms and some even advanced farms, but they didn't seem to me that they are coded with the implication that population is sooo important in this game.
Even the Torians, which are focused on fast growth, didn't seem to place much importance into this.
Its more along the lines of all resources beyond the basics. Having the AI building farms should make the mid to late game more enjoyable. Now if only someone could get the econ, culture, and research treaties to work right...
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