This tweak to the K-Mod culture spread rules avoids puzzling border shapes when cities on two different landmasses spread culture onto a third landmass.
![fallout 4 windmill mod fallout 4 windmill mod](https://static.wikia.nocookie.net/fallout/images/b/ba/FO76_Windmill_new_1.png)
![fallout 4 windmill mod fallout 4 windmill mod](https://i.ytimg.com/vi/DnX2e4wgmZo/maxresdefault.jpg)
So, apparently, the only routines that build railroads are AI_routeTerritory and AI_routeCity, both pretty low priority.ĪI_routeTerritory looks for the nearest improvement that would gain production from a railroad and that no other worker is already headed for, and then builds a railroad from the worker's current tile to that target improvement. That would come down to CvCityAI::AI_updateBestBuild I guess that only handles improvements and chopping. The worker routines for improving terrain near cities don't seem to take railroads into consideration. So that's the extent to which the AI is aware of a railroad network. To my surprise, the AI does distinguish between roads and railroads here once railroads can be built. Each AI city stores a "route-to" city though, which is the closest (air distance) city of the same owner on the same landmass for which there is no route connection yet. By the time Railroad is discovered, all cities are of course already connected through the trade network. As for connecting cities, the AI mainly relies on the trade network. That caused me to build a lot of them.Ĭlick to expand.I've taken a look now. I've lost track of where these changes originated or if they were even vanilla but I think it's down to the windmill getting +1 hammer at Replaceable Parts. It also feels like the first time in ages that late game I was seriously having to think hard about keeping windmills instead of mines. Was especially important because playing as Carthage my UB benefited from being coastal. But during some conquests I was razing some of the smaller cities that I wanted to settle 1 tile away so it was on coast. My guess is a lot of these were due to preferring to settle on hills for defensive reasons. Regarding AI, I feel like this game I've noticed a lot of times those annoying 1 tile away from coast cities. I feel like the civics have some more interesting choices, particularly the Economy ones.
![fallout 4 windmill mod fallout 4 windmill mod](https://i.pinimg.com/736x/4a/ae/e2/4aaee274ed1d235daf9803ee843fbc76.jpg)
My current game has been very land based (and prob heading for space victory) so haven't really got to try them out though. I just noticed last night the addition of 6 first strikes to subs, the swapping of the two subs in the tech tree and rename etc.