Automated Builders + Archaeologists
Automated Builders + Archaeologists Automated Builders + Archaeologists
Screenshots 1 screenshots
About this mod Machine translation
Automated Builders + Archaeologists Automated Builders + Archaeologists
Update I'm working on:
- Check that hot seat mode is now working properly. If not, try adding support.
- Added automatic unit manager to handle the most efficient movements.
- Added UI window to enter settings more easily and view a list of all automatic units. There should be an option to automatically select all selected units.
- Automated builders implementing planted forests.
- Write custom moves into drawing functions to control unit paths. In addition to being used in other modules, this will allow automated builders to avoid unwanted areas, such as plots with nuclear contamination.
-Write a custom function to determine turn distance from a plot. I can't get the game's default functionality to work, and considering plot ratings, it would be nice to put turn distance instead of just plot distance.
illustrate
Tired of wasting time scanning the map for artifacts? Late in the game and have finished micromanaging your dozen or more builders? Builders and Archaeologists have a new action button that turns automation on/off for all actions. Works with new games and single-player saved games.
Will it work with my other mods?
- It should load all resources from mods like Resourceful and should obey all rules in the database (including from mods). For example, if you have a mod that allows farm builders on Tundra those should be built.
When I select a unit I don't see the auto button.
- See "Troubleshooting" in the discussion.
How about letting Builders just do the repairs?
- You can change mod settings in-game. See the discussion for details. Simply slide the score for each action (intended fix) to the left to disable them.
Archaeologist: Notes
- When automated, they will move and dig for artifacts automatically. If there is nothing to do, they will just sleep anywhere, but will check at the beginning of each turn to see if there is anything to do.
- They don't care about nearby enemy units, but if they are captured, they will only spawn in one of your cities.
- By default, the archaeologist knows the location of all artifacts on the map, even if you haven't explored it. This can be changed in the mod settings (see discussion) so that they only see the graphs you display.
- Archaeologists will walk towards the closest artifact in terms of plot distance from their location. If they can no longer access that artifact's tile (and another civilian accesses it), then they will choose somewhere else to go.
- Archaeologists will not dig in other players' territory by default. See the mod settings discussion for how to change this. If you toggle it to true, they will check for open borders and dig in other players' areas.
- If digging in other players' areas is enabled in settings, building Terracotta Warriors will allow your archaeologists to enter foreign lands with no open borders. Haven't tested this yet, but I've implemented it so that it works for automated archaeologists.
- Archaeologists will not target any improved artifacts. If you want to mine there, you'll have to manually remove the improvement using Builder.
Builder: Annotation
- The auto-builder will automatically move and improve your blocks, adhering to all relevant rules defined in the game database (including from any module). If there is nothing to do, they sleep and check what to do at the beginning of each round.
- Automated Builders will improve strategic or luxury resources anywhere that would otherwise only build improvements within 3 tiles of your city. If there is nothing to do, the builder will inspect each lot in your area to see if any repairs need to be made to the road or improvements to be hand-built there.
- Automated Builders will perform actions when your turn is activated or the auto button is pressed. Sorry, right now I don't have a way to get them to do anything before the end of your turn.
- After all strategic/luxury resources have been improved and everything else in t …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.