First test game, Lunatic difficulty. Myrran AIs in 1507 have roughly the same number of cities as Arcanus wizards and are overall weaker on the charts.
I'm restarting and watch turn-by-turn what is happening for the one that had the fewest cities.
Race is dwarves which should in theory, build fastest...
1501 March.
Initial 2 cities settled, one more settler produced and stating to move. University built in fortress. City produces 33 hammers, settler took 6 turns to build (cost 200).
Second settler is being produced, first is enchanted by Wraith Form. Two initial cities are building a ship yard/trireme. 8 Ghouls are summoned.
So far everything looks ok.
1501 Sept.
Third settler builds a city. Fourth settler on the way. Fifth is being produced.
Took out an easy lair, raised 2 undead hell hounds and a fire elemental.
Initial two settlements aer building marketplace/swordsmen.
1502 Feb.
Fifth city built, sixth settler produced and moving. Fortress started building an Engineer then a Library. Why? Should still be building settlers? We don't have at least 2-4 already in production/in play?
...oh, that's why. Before turn 60, the fortress city stops building settlers if the AI has at least 5 cities or fewer than 3 population left.
Makes perfect sense, they need at least one city producing stuff other than settlers and this early on the fortress is the only place that can do that. They need economy and military, especially the latter to be able to fight a war. So beyond this point, for a while only other cities can make a settler.
They are only population 2 though so they can't, not yet, they are building Library and University. (one of them has adamantium, the other just wants to unlock Steam Cannons.)
1502 August
Adamant city starts to build Alchemist Guild after 2 more boats. (AI is expansionist so they are a bit trigger happy on triremes)
AI still has 6 cities and no settler being produced, but I don't think it's possible to have any more at this point no matter what. The AI is playing as intended.
1502 Nov.
Fortress starts mechanician's guild. AI still has no cities large enough to build a settler. AI hasn't built a steam cannon yet but is making his fifth Trireme. Ok, this is definitely not optimal. Time to adjust the "ships wanted" formula a little.
Replaying the previous few turns.
1503 Apr.
First Steam Cannon is being produced in one of the small cities. Fortress completed the Mechanician's Guild, now building Barracks
Adamant city has Alchemist Guild, now building Miner's Guild. Every city except fortress is still size 2.
Fortress has +0 city growth at pop 4? Looks like there is a growth script bug...time to find that and start over the whole test I guess.
Edit : Ok, so the problem was (food>pop*2) in the script instead of >= so any city with the exact correct amount of food didn't grow. Ouch. (This is why I didn't upload immediately, when a lot of new code is added, these things happen...)
I'm restarting and watch turn-by-turn what is happening for the one that had the fewest cities.
Race is dwarves which should in theory, build fastest...
1501 March.
Initial 2 cities settled, one more settler produced and stating to move. University built in fortress. City produces 33 hammers, settler took 6 turns to build (cost 200).
Second settler is being produced, first is enchanted by Wraith Form. Two initial cities are building a ship yard/trireme. 8 Ghouls are summoned.
So far everything looks ok.
1501 Sept.
Third settler builds a city. Fourth settler on the way. Fifth is being produced.
Took out an easy lair, raised 2 undead hell hounds and a fire elemental.
Initial two settlements aer building marketplace/swordsmen.
1502 Feb.
Fifth city built, sixth settler produced and moving. Fortress started building an Engineer then a Library. Why? Should still be building settlers? We don't have at least 2-4 already in production/in play?
...oh, that's why. Before turn 60, the fortress city stops building settlers if the AI has at least 5 cities or fewer than 3 population left.
Makes perfect sense, they need at least one city producing stuff other than settlers and this early on the fortress is the only place that can do that. They need economy and military, especially the latter to be able to fight a war. So beyond this point, for a while only other cities can make a settler.
They are only population 2 though so they can't, not yet, they are building Library and University. (one of them has adamantium, the other just wants to unlock Steam Cannons.)
1502 August
Adamant city starts to build Alchemist Guild after 2 more boats. (AI is expansionist so they are a bit trigger happy on triremes)
AI still has 6 cities and no settler being produced, but I don't think it's possible to have any more at this point no matter what. The AI is playing as intended.
1502 Nov.
Fortress starts mechanician's guild. AI still has no cities large enough to build a settler. AI hasn't built a steam cannon yet but is making his fifth Trireme. Ok, this is definitely not optimal. Time to adjust the "ships wanted" formula a little.
Replaying the previous few turns.
1503 Apr.
First Steam Cannon is being produced in one of the small cities. Fortress completed the Mechanician's Guild, now building Barracks
Adamant city has Alchemist Guild, now building Miner's Guild. Every city except fortress is still size 2.
Fortress has +0 city growth at pop 4? Looks like there is a growth script bug...time to find that and start over the whole test I guess.
Edit : Ok, so the problem was (food>pop*2) in the script instead of >= so any city with the exact correct amount of food didn't grow. Ouch. (This is why I didn't upload immediately, when a lot of new code is added, these things happen...)