AI not growing its cities
This seems to be an ongoing issue. Taking AI Rome for example, at turn 350 they are doing reasonably well territorially but most of their settlements are still large towns. Meanwhile whatever faction I am playing has large and huge cities long ago.
What is limiting the AI here? I know as a player with growth as it is you often have to make specific efforts to get settlements to city size i.e. setting low taxes and building the fertility temple. If the AI doesn't have any growth boosts compared to the player, they will very easily permanently get stuck at 'large town'.
Any quick fix for this like giving the AI a universal 0.5% growth boost?
Re: AI not growing its cities
You described the AI's issue perfectly. And in fact, the AI already gets a hidden trait that boosts its population growth. The problem of cities still not growing might come from:
1. Riots. The AI tends to leave its settlements poorly garrisoned and then crank up taxes. Riots will decrease the population obviously
2. Not building fertility temples - the AI never demolishes buildings, so some settlements that start with non-fertility or non-farming temples will never get the extra .5% population growth that pushes it over the edge
3. Taxes. The AI always cranks its taxes as high as possible without causing riots
All these factors will offset the AI's hidden population growth bonus
Re: AI not growing its cities
Thanks for the info. Is there an easy way to give the AI an additional flat pop growth boost to see if it helps?
Re: AI not growing its cities
Re: AI not growing its cities
Quote:
Originally Posted by
Jurand of Cracow
Do you know if there is a way to quick-fix a change to EB2 to add a universal AI pop growth bonus? (on top of whatever they already have which is obviously not sufficient). Or a way to fix their taxes to normal?
I am very code challenged.
Re: AI not growing its cities
Perhaps there's, but it would have required for somebody to look deeper into the files.
Re: AI not growing its cities
data/export_descr_character_traits.txt already has this following trait configured
Code:
;------------------------------------------
Trait AIGovernor
Characters family
Hidden
Level AIGovernor1
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 1
Effect Construction 70
Effect Fertility 1
Effect TaxCollection 40
Effect Law -1
; Effect Trading 50
; Effect Farming 2
Effect Defence 1
Level AIGovernor2
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 2
Effect Piety 1
Effect Construction 80
Effect Fertility 2
Effect Squalor -1
Effect TaxCollection 60
; Effect Trading 80
; Effect Farming 3
Effect Law -1
Effect PublicSecurity 1
Effect Defence 2
Level AIGovernor3
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 3
Effect Piety 1
Effect Construction 90
Effect Fertility 3
Effect Squalor -2
Effect TaxCollection 80
; Effect Trading 100
; Effect Farming 4
Effect Law -2
Effect PublicSecurity 2
Effect Defence 3
As you can see, the three different levels, which are triggered by increasing levels of campaign difficulty, give varying bonuses to squalor. Chances are, you're playing on medium difficulty which means no squalor bonus. Or the AI settlement isn't governed by a character. Either way, in order to further boost population growth, do these steps
1. Make a backup of data/export_descr_character_traits.txt
2. Add:
to the AIGovernor1 effects. Then, increment the squalor bonus by 1 for AIGovernor2 and 3. So it would be -1 for level 1, -2 for level 2, and -3 for level 3. The reason for this buff being small is that AI cities already grow pretty fast if governed by a character, and on harder difficulties. Buffing the squalor even more would mean that every governed AI city would become a Huge City by turn 100 or something crazy like that. So keep it small
Re: AI not growing its cities
Quote:
Originally Posted by
Shoebopp
data/export_descr_character_traits.txt already has this following trait configured
Code:
;------------------------------------------
Trait AIGovernor
Characters family
Hidden
Level AIGovernor1
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 1
Effect Construction 70
Effect Fertility 1
Effect TaxCollection 40
Effect Law -1
; Effect Trading 50
; Effect Farming 2
Effect Defence 1
Level AIGovernor2
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 2
Effect Piety 1
Effect Construction 80
Effect Fertility 2
Effect Squalor -1
Effect TaxCollection 60
; Effect Trading 80
; Effect Farming 3
Effect Law -1
Effect PublicSecurity 1
Effect Defence 2
Level AIGovernor3
Description Hidden_desc
EffectsDescription Hidden_effects_desc
Threshold 3
Effect Piety 1
Effect Construction 90
Effect Fertility 3
Effect Squalor -2
Effect TaxCollection 80
; Effect Trading 100
; Effect Farming 4
Effect Law -2
Effect PublicSecurity 2
Effect Defence 3
As you can see, the three different levels, which are triggered by increasing levels of campaign difficulty, give varying bonuses to squalor. Chances are, you're playing on medium difficulty which means no squalor bonus. Or the AI settlement isn't governed by a character. Either way, in order to further boost population growth, do these steps
1. Make a backup of data/export_descr_character_traits.txt
2. Add:
to the AIGovernor1 effects. Then, increment the squalor bonus by 1 for AIGovernor2 and 3. So it would be -1 for level 1, -2 for level 2, and -3 for level 3. The reason for this buff being small is that AI cities already grow pretty fast if governed by a character, and on harder difficulties. Buffing the squalor even more would mean that every governed AI city would become a Huge City by turn 100 or something crazy like that. So keep it small
Thanks for this!!!
I play on hard campaign, AI settlement growth still very anemic.
Re: AI not growing its cities
Thanks for bringing this issue up, +1 rep for that. I'll add that the rebel/slave/Eleutheroi faction never develops its settlements under any circumstance, it would seem, as villages that existed at the start of the game remain that way even after 200 and 300 turns. The annoying part is some Celtic/Germanic factions seem to deliberately not expand and develop them to cause metaphorical speed bumps that slow down your expansion, since you have to build everything from the ground up and babysit the newly conquered settlement for decades with a full garrison and one of your handful of decent governors.
Re: AI not growing its cities
The inability of the Rebels to upgrade settlements is probably hardcoded. Their CAI is stunted.
Re: AI not growing its cities
Quote:
Originally Posted by
QuintusSertorius
The inability of the Rebels to upgrade settlements is probably hardcoded. Their CAI is stunted.
Good to know, and that makes some sense. A shame of course, but I suppose there's nothing you can do about it. This isn't a Shogun II mod where a gazillion little factions can exist to represent the Eleutheroi.
Re: AI not growing its cities
Rebels governors don't benefit form the AIGovernor trait the same way factional AI governors do. So the only way for rebel settlements to grow is for them to lower their tax rates. Given that rebel settlements can't rebel, the rebel AI probably sees that as an invitation to crank taxes up, which caps the population even more