You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The AI overbuilds roads, almost entire AI territory is covered by roads, this has an impact on AI economy because it's a drain on their gold income reducing their ability to build more units or even worse disbanding their units if they go negative, especially in early game when gold is hard to get.
I see this AI behavior in every game, in early game most AI's are negative gold which hampers their economy.
Steps to Reproduce
Load save file
You play as Rome, one of your scouts is in the territory of India
Locate your scout in India and see how their territory is covered by roads.
Screenshots
This screenshot shows target territory covered by roads:
The AI should build minimal amount of roads, only as much as needed to connect cities with single road line for income or happiness.
The AI should choose the shortest route to build road between two cities.
AI should also be able to remove surplus roads from conquered territory and rebuild shortest route but that's probably a separate issue.
The text was updated successfully, but these errors were encountered:
I think the problem comes from logic.automation.unit.WorkerAutomation where: if (tileRankings.bestImprovement != null) { debug("WorkerAutomation: $unit} -> start improving $currentTile") return currentTile.startWorkingOnImprovement(tileRankings.bestImprovement!!, civInfo, unit)
which checks: data class TileImprovementRank(val tilePriority: Float, var improvementPriority: Float? = null, var bestImprovement: TileImprovement? = null, var repairImprovment: Boolean? = null) private val tileRankings = HashMap<Tile, TileImprovementRank>()
I don't see any logic to check if bestImprovement is returning "road". I'm just getting started on this project (and Kotlin in general...) but it looks like a fairly easy fix.
Ideally, there would be a calculation to determine the marginal cost of one extra move between two points and get a cost/benefit threshold for building a road between two points (how much faster does this make a journey? What's the value of those moves? Weight routes closer to the empires "center of gravity" higher since they get used more...)
Is there an existing issue for this?
Game Version
4.14.3-patch1
Describe the bug
The AI overbuilds roads, almost entire AI territory is covered by roads, this has an impact on AI economy because it's a drain on their gold income reducing their ability to build more units or even worse disbanding their units if they go negative, especially in early game when gold is hard to get.
I see this AI behavior in every game, in early game most AI's are negative gold which hampers their economy.
Steps to Reproduce
Screenshots
This screenshot shows target territory covered by roads:
Link to save file
Rim - 821 poteza-roads.zip
Operating System
Linux
Additional Information
The AI should build minimal amount of roads, only as much as needed to connect cities with single road line for income or happiness.
The AI should choose the shortest route to build road between two cities.
AI should also be able to remove surplus roads from conquered territory and rebuild shortest route but that's probably a separate issue.
The text was updated successfully, but these errors were encountered: