Open PitchNeeded opened 5 years ago
what about farms per population it also needs to be pointed out that hopsfarms are a bit wonky as they don't count towards the max farm value it would probably be a good idea to share a cutout of the aiv file itself as the screenshot doesnt really tell much of a story
I have that exact same issue and I found some pattern, but no solution:
I have honestly no idea what's going on. I mean yeah, the economies are relatively big (20 farms, 8 iron mines, 4 stone quarries and 20 weapon producers alongside beer production), but nothing that wouldn't happen a normal game with at least 4 AIs! Interestingly, when I'm doing a 2v2, only 1 AI gets the pawns to work normally, all other 3 are doomed, too.
I could provide pics/aiv/aic if needed. What leads me to belief that it's not related with aics or aivs is that it happens to the AIs seemingly at random, an ai struggling can be fine the next round. There really seems to be an issue with the pawns though!
this is probably because somewhere a unit was recruited that doesnt exist, rendering popualtion useless, or just kinda making it vanish.
I was trying to create a 'new AI' using the AIC and a new AIV replacing Phillip, but it turned out he needed 28 houses, something obviously has gone very wrong. I don't understand what caused this problem, as population per iron mine, per woodcutter and per quarry values in the notepad edit of output.aic were set to less than Frederick's values. (This AI has a total of 12 farms, 5 ale farms, 8 woodcutters, 3 quarries and 1 iron mine)
Has anyone else had this problem when creating aivs - the AI requiring many more houses than they should?