0.86 Bug - AI ignores city placement rules.

While running through a quick game earlier today I ended up in a position where there was a life crystal about 10 squares away from any nearby cities.  Ran a pioneer up to try and put a city next to it since Relias had declared war and I didn't feel like putting troops on an outpost, find out none of the squares in the area provide grain.  Okay, whatever, I just use the pioneer to build an outpost and claim the crystal before moving on with life.  About 20 turns later, Relias runs a pioneer around my city and heads up there, dropping a city 2 squares off the crystal on a tile that I previously checked and know for a fact did not provide any resources.  Que?

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Reply #1 Top


Lord Relias must been running on the mod which gives the AI the "Generate Resources Spell."  Too bad us players don't get to use that spell, even if it does cost a lot of mana.

Reply #2 Top

I have noticed before that sometimes a valid settlement square (or a few of them in an area) does not display its resources, even when there are nearby squares that do display their resources. The only way I knew it was a valid settlement square was that when my settler was overtop of it, the settle button was not greyed out.

I had intended to report this, and created a save file that would replicate the problem, except when I loaded from save all the squares showed their resources, so it didn't actually replicate the problem.

Reply #3 Top


Here's a screenie that shows the problem sirmathmansir mentions.  The next turn I settled on the highlighted square which shows no resources in the picture but was actually a 4/3 if memory serves.  The 5 fertile land squares in the middle of the others showing resources all had resources which did not show on the map in this shot, although they did at other times (next turn, and after a reload).

I believe this may well be a different issue to the one the OP encountered.

 

missing resources