Basic city management of the computer opponent (a small start)


In my development version, it continues in very small steps in the direction of a simple AI for Settle the World.

- Focus on food production if too less food is produced. Serves the self-preservation of the cities.

- Skilled workers are deployed in the fields around the city according to their profession. If necessary, the job is switched with another unit already placed there.
(For example, a farmer is not assigned a job. Now it is checked whether there is fertile land somewhere where he can use his expertise. If there is already another unit working on this square that is not a skilled worker, this unit switches positions with the skilled worker).

- If there is no one working as a carpenter in a city, a search is made for unassigned workers. Trained carpenters are preferred.

- If no building/unit production is assigned to a city, there is a simple "building list".
Starting with docks, weavers and rum distillers up to larger buildings.
This part needs to be specified later, as not every city should/must get all buildings.
Every larger city needs a few smaller cities that are only there to produce raw materials and to deliver them.

- If there is no lumber available to do the construction job, it is checked whether there are any workers who have not been assigned to work as lumberjacks.
At the same time, it is also checked whether there is a worker on a forest square who harvests/produces something other than lumber.
In this case, this worker will change his activity to lumberjack.

These are all very small steps in the direction of an AI, but I have to start somewhere ;-)

Get Settle the World (Amiga)

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