You guys might be tired of seeing this complain. AI needs an overhaul, so here my solutions for some of the issues we’ve found.
-build on one go - when you issue a construction, AI will check if there are free builders, enough materials and so on. One of the things that drivers me crazy, is when for example there’s a construction that requires for example 10 wood, builder starts stocking building site and brings 1 wood of several available, then when site is fully stocked for building, builder stops half way on counter to seek for food, or stop a fire or whatever event pops on the map. And depending on how things go, like a building on fire, builder drops everything on the way then comes the firewood spliter and grabs that material. Solution: temporary build site stocking area. Builders and Laborers will fill all necessary materials for that construction on a temporary spot that will be forbidden to be accessed by any other settler, meaning, what goes in will not goes out unless building in cancelled. Once materials are filled and builder starts the job, such builder will ignore any map event until job is done or he/she dies of disease . Build site stocking should be done with max weight as settler can carry if resource is available, with increases based on gear, such as baskets.Wagons could also be used to transport materials to construction sites.
-multi prioritize select - another nuisance is while building fences for crops. We have the wall tool, but no prioritize button on the multi select option, so settler build a block, goes away, do something else, another come, build another and so on. Solution: a button on the multi select to walls, harvest and clear functions.
-putting out fire - this is a big one. I don’t need to ask you to imagine a map with 500 settlers stopping whatever they’re doing to prevent a shelter from burning. Major solution: no garrisoning settler will leave their post for such task. Area assignment, meaning for example, I have 100 settlers on entire map, divide all my built area by 4, half of the settlers on the block with the building on fire will stop to put it out.
Your AI suggestion is bad. Your suggestion does NOT make any sense what so ever. Currently it works better. Besides you have not proposed anything. You are just complaining and not providing any solution to anything. Temporary stocking area that they won’t touch? It’s already in game! It’s the building site itself. You have no clue what you are talking about.
Come on that’s a bit mean. Agree the build site is the temporary drop site for materials but I have seen too many times someone stocking the build site with just 2 logs of week when I need 10 and there are tons of logs available. We all hate it when they drop their load to go and seek food or something and they are so close to the build site and then someone on the other side of the city comes to pick up the load. I think they have some valid points but just missed the fact that the build site is the temporary stocking place.
The point that @cpy missed is not the temporary storage. This is current script:
1-if available check if site is clean, if not send labors, if yes draw construction
2-check if there’s enough required materials on storage, if yes start transporting, if not send message to gather
3-on transporting check if is food time, shelter stocking time, bad weather, winter, if yes drop whatever you’re carrying and go do what you wanna do
4-other AI checks if there’s on the map dropped materials it uses to process, if yes gather and other settler start over
5-if construction site is fully ready, start construction, if is food time, bad weather, shelter stocking, drop whatever task and go do what you wanna do
Might be other variables involved such as prioritize task, but that’s just for a general idea. Some extra annoyances are, if settler stopped for example in mid transport and dropped materials on the ground, other builder takes over the task, previous builder was carrying for example 20 logs, the following builder will split that amount and won’t finish the task.
So the proposal here is building on one go, if supplying materials for a site, unless clicked by user for another thing like repositioning for raider attacks, settler should carry on the task to the end ignoring map events, including building on fire. Same thing when start building.