We all know about part of this one.
The AI should never irrigate Bonus Grassland under Despotism. They lose worker turns AND production. Soren fixed this in PtW, and it's mentioned in the bug thread, IIRC, so maybe this will get refixed.
The other part - well, parts, really, just astound me.
1) A sole citizen working a 1-food tile. Unless he's in serious hock on a gpt deal to another AI, this is double-plus-ungood. Even then, surely he could find a single gpt somewhere else, no? Switching to one of the roaded, riverside tiles will pick up two of those gold, and had the BG tiles been mined, he would gain 1 food and maintain shields.
2) Growth to size 2 in 5 turns paired with a settler build complete in 5 turns. This one I've seen in several other games, where the AI is going to finish a settler and have to wait for +10 food to build up for pop-growth. No wonder he's growing so slowly.
(I would have put this in the bugs thread, but it's not really a bug, per se, just funky AI behavior.)
The AI should never irrigate Bonus Grassland under Despotism. They lose worker turns AND production. Soren fixed this in PtW, and it's mentioned in the bug thread, IIRC, so maybe this will get refixed.
The other part - well, parts, really, just astound me.
1) A sole citizen working a 1-food tile. Unless he's in serious hock on a gpt deal to another AI, this is double-plus-ungood. Even then, surely he could find a single gpt somewhere else, no? Switching to one of the roaded, riverside tiles will pick up two of those gold, and had the BG tiles been mined, he would gain 1 food and maintain shields.
2) Growth to size 2 in 5 turns paired with a settler build complete in 5 turns. This one I've seen in several other games, where the AI is going to finish a settler and have to wait for +10 food to build up for pop-growth. No wonder he's growing so slowly.
(I would have put this in the bugs thread, but it's not really a bug, per se, just funky AI behavior.)
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