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AI not using settlers to build cities

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  • AI not using settlers to build cities

    Hi all,

    I am just wondering: has anyone tried to set the fertility of all the squares in the map to 0 so the AI does not use settlers to build new cities? Does it work?

    If so, it could be useful for scens where the number of cities is not 255 and where the players are allowed to have some settlers/engineers/whatever.

    Thanks in advance
    Trying to rehabilitateh and contribuing again to the civ-community

  • #2
    I sort of did it in my Orbis scenario simply by not using the Plains and Grassland terrain slots.

    I think Favoured Flight did it in his Return of the King scenario.

    I'm pretty sure it works.
    Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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    • #3
      Doesn't making all Civs "civilized" solve that problem as well?

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      • #4
        Re: AI not using settlers to build cities

        Originally posted by yaroslav
        has anyone tried to set the fertility of all the squares in the map to 0 so the AI does not use settlers to build new cities? Does it work?
        I have and it does work. In my Gold Gulch scenario I used MapCopy to make certain squares outside of my "town" terrain have fertility of 0.

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        • #5
          I managed it by accident with my first version of Bitterfrost -
          All the CIVs where slow about building cities, due to most
          of the terrain being tundra, only some areas were grass.

          I think AGRICOLA made some hexing to the seed values...

          http://sleague.apolyton.net/index.php?title=Home
          http://totalfear.blogspot.com/

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          • #6
            Thanks for the info, guys!
            Trying to rehabilitateh and contribuing again to the civ-community

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