by AwarE » 12 May 2015, 17:45
@DeimosEvotec ....Thanks for the recommendation.
@andybe ....I will tell you what I know and have experienced with Island markers. I rarely use Island markers on my maps.
This marker tells the AI to build an expansion on the Island, so it is not unusual for the AI to build a land plant. You will find that the AI wont necessarily build a plant on all islands that have Island markers.
There are some other over-riding factors for example:
- the AI will always build a base where there is a AI start position.
- the AI's next priority will be to build on a Large Expansion Point marker.
- the AI will not exceed the number of land expansions allowed in the AI setup options.(default = 5)
- if the teams are two AIs and two Humans then each AI will both 1st attempt to build on the 4 vacant start positions. If they both manage to build a plant at those positions there is only 1 other expansion allowed by default.
More than two AI on a 20x20 naval map will cause sim lagg.
Start positions 3 and 4 on the middle isle are very poor for the AIs, compared to positions 1 and 2.
Your Naval Rally Point markers are not close enough to where shipyards are built for the AI to use them.
The eight small isles with 2 mex each are a problem because they can only be accessed by transports. You will find many engineers stuck at the base of the cliffs unable to get to these mex. I counted 15 unused mex in one test game and 18 in another.
You need to link markers of the same type to help the AI with path-finding. The most important links are between the Amphibious markers.
To solve the engineer problem that you mention you could create a cliff or trench underwater to stop access for Ex and Percys/Cans then allow access to water by lowering the land at the shoreline to allow hover to pass.
All start positions have no Land Rally Point markers(red) close enough for the AI to use.
You have too many Land and Naval Defense Point markers ...this will confuse the AI and just wreck its economy.
You have a misalignment between mex markers and the grid causing a visual error.
The bottom right corner Isle has amphibious access, the other three corners do not. Also there are 2 mex on bottom right isle and only 1 on the others. The AI will not build a plant on the top left or bottom right isles unless you place an Amphibious marker and an Expansion Point marker. The AIs starting in positions 1 and 2 will attempt to build the mex on the corner isles (bottom left and top right respectively) because they are so close to the start positions, even though there are no Amphibious markers on these isles.
Some landform smoothing will help the AI path-finding and improve the close-up look of the map.
I could go on detailing other marker errors but this is long winded enough. I enjoy placing marker not writing about them. Rather than endlessly talking about it, I would prefer to fix the map and place a new set of FA markers. I think you will learn faster by practical example.