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Thread: AI not growing its cities

  1. #1

    Default 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?
    Furthermore I believe capitalism must be destroyed.

  2. #2

    Default 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

  3. #3

    Default 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?
    Furthermore I believe capitalism must be destroyed.

  4. #4
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: AI not growing its cities

    In Titanium, a submod to the Stainless Steel, there's a special boost coded for growth to the AI certain settlements.

  5. #5

    Default Re: AI not growing its cities

    Quote Originally Posted by Jurand of Cracow View Post
    In Titanium, a submod to the Stainless Steel, there's a special boost coded for growth to the AI certain settlements.
    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.
    Furthermore I believe capitalism must be destroyed.

  6. #6
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: AI not growing its cities

    Perhaps there's, but it would have required for somebody to look deeper into the files.

  7. #7

    Default 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:
    Code:
            Effect Squalor -1
    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

  8. #8

    Default Re: AI not growing its cities

    Quote Originally Posted by Shoebopp View Post
    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:
    Code:
            Effect Squalor -1
    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.
    Furthermore I believe capitalism must be destroyed.

  9. #9
    Roma_Victrix's Avatar Call me Ishmael
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    Default 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.

  10. #10

    Default Re: AI not growing its cities

    The inability of the Rebels to upgrade settlements is probably hardcoded. Their CAI is stunted.

  11. #11
    Roma_Victrix's Avatar Call me Ishmael
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    Default Re: AI not growing its cities

    Quote Originally Posted by QuintusSertorius View Post
    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.

  12. #12

    Default 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

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