News

Improving AI Farm Building

Posted on Friday, November 10, 2017

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 lyssailcorzuPloed 

 


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.)