Test of influence of settlers' pop(ulation)_cost=2 on AI
Posted: Wed Jan 08, 2014 6:35 pm
One of main drives of intensive expansion, including smallpox, is it, that at the expense of 1 citizen one gets 2 tiles used in a new city. I think balanced game means no easy choices, so I changed settlers' pop_cost to 2 citizens to balance effects. I lowered u(p)k(eep)_shield and uk_food to 0, because it is balanced by a lost opportunity to earn from a tile by building a settler and decreasing number of citizens by two can makes troubles with upkeeping others units. To my surprise on a vast map (1,000 land tiles/civ, 10 civs) nearly all AIs' expansion stopped after building a few cities with some diversity in cities distance and with no terrain improvement. On smaller map (100 tiles/civ, 10 civs) 1 democracy carried mass colonization, maybe because it was allied with most AIs. Most AIs were communists and built army until they couldn't, some democracies built buildings and started building a space rocket. At standard pop_cost=1 AIs show more diversity in strategy.