Thanks locutus, that is just what i wanted to know
This means my slaver will prefer a 50 turn route over passing two tiles near an enemy city or unit. Extract this value to const.txt and make it modable. Stealth units should not make this ‘checkfordanger’. Who is an enemy? Any other player? Only players you are at war with? Any player with whom you do not have a peace treaty? Is a 12-stack of archers a ‘danger’ to a 4-stack of tanks? Is a hoplite + settler a ‘danger’ to a Knight? A city could be home to a powerful 12-stack army, or there could be only one unit holding up the fort. Your ‘checkfordanger’ appears to be adding a huge zone of control around cities and units and is adding several turns to the achievement of goals and possibly preventing them from ever being achieved as the ‘enemy’ ‘danger’ moves each turn (wall of beef opportunity?). Saving units by doing nothing with them is just as bad as loosing units one by one due to attrition caused by bad path choices. Maybe the ‘checkfordanger’ should alter the priorities of goals rather than alter the path taken i.e. eliminate the blocking army first before traveling along the road to achieve goal X.
This means my slaver will prefer a 50 turn route over passing two tiles near an enemy city or unit. Extract this value to const.txt and make it modable.
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