GAME INFORMATION
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Build: 39515
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Platform: Steam
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Operating System: Windows 10
ISSUE
On this map, player starts with two Town Centers. 3 villagers and 1 scout each. 10 minutes into the game, and I looked at enemy AI and they have done very little with one of their TCs…
REPRODUCTION STEPS
- Play Budapest map, 1 vs. 1 AI, All Visible map. DE’s “AI” on Standard, Fast speed.
- Check in on AI
IMAGE & ATTACHMENTS
Here’s their neglected TC after about 10 mins of real-time (20 mins on the fast speed clock)…
Here’s their other TC at the same moment, bustling with activity:
The related mini-map:

After about 20 minutes total (40 mins fast speed mode game clock)
Their other TC at same moment:
Mini-map:

I know I picked Standard difficulty, but the AI should at least leverage the other TC a bit, imo. I have a feeling the AI might behave in a similar way in higher difficulty settings
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Please try some higher difficulty. The AI at lower difficulties have some handicaps. Maybe this is one of them.
Even at Extreme 200% it works in the same fashion.
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Thanks for reporting. I will test higher difficulty, as well
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Immortal AI works on both TCs if it would help for your research, I have tested 20 to 30 AIs only Immortal AI is working but it is crashing game with lag.
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If you got any AI working with the map please suggest me! I am waiting for your reply.
Hey there, @Pradyumna! I’m sorry I forgot about this. I’ve been playing other, more reliable, single TC maps
(I prefer “1 Town Center” games, too)
I tested Hard difficulty, though, and the issue still happens. I paid attention to the AI’s 2nd TC, and they simply use it to generate a bunch of villagers, sending them in a bee-line path to to their other TC to help out there. You should try recording your match and watching what happens. They probably do the same in your games
It’s good to know that 2nd TC is not just sitting idle, yet is that really a good strategy? Would decent ELO players really only use that 2nd TC to make villagers to send to the other TC, and not make a 2nd settlement there to exploit its surrounding resources?? If not, I hope devs can make the AI behave more realistically on all skill levels. I don’t think any normal human wouldn’t create a 2nd base there
As an update to my OP… I’m on Win11 now and running the latest AoE2:DE build.
Yeah, in my recent attempt (Hard difficulty), here you see us both in Castle Age, and his (green’s) upper-left TC looks like this. He had been sending villys from upper-left TC to lower-right TC most of the game:
So Devs please help the AI to build double settlements at the location given to them, please also let us know when it is fixed.
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I watched a 3-TC Start on “ES_Metropolis”, and the real issue doesn’t seem to be that they aren’t building multiple settlements in my opinion. (After all, it could be a valid strategy to place only houses, walls, and military buildings in one location). Instead, the main problem is that they aren’t optimizing or minimizing villager idle and walking time. For example, villagers often travel long distances to walk to a distant Lumber Camp instead of constructing one closer to their current location.
I believe this problem - villagers walking extreme distances - also appears in “normal” 1-TC Start games. I recall seeing the AI build Lumber Camps in my base instead of its own, for instance.
Even the Immortal AI makes villagers walk a lot, though it’s not as severe as what we see with the DE AI.
One more problem I noticed on these maps was the AI trying to lure boars with only one or two villagers under a given Town Center, which was the case for both the Immortal AI and the DE AI. They somehow manage it - although the boar often walks back a few times - and when they finally kill it, usually only one or two villagers gather from it since everyone else has already moved away.
2 Likes
Thanks for taking care of the issue, we will be waiting for the earliest support.
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Islands AI Black Pearl 7.2 V is a little better version its eco does not get stuck it keeps creating villagers.
Have anyone got any progress on finding out the way to making bases near both TCs or 3 TCs?
I haven’t tried anymore. I’ve avoided this map and any others like it that force you to have weird start criteria (multiple TCs, nomad, mill, etc). Im leaving it for the devs to troubleshoot, diagnose, address, repair, if they want. I don’t plan to waste my time on doing all the use cases for bugs or less-than-stellar implementations. I don’t get paid for it 
Maybe devs will have it fixed in the next patch?
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Maybe devs will have it fixed in the next patch?
Unfortunately, nothing in the sneak peek suggests that this issue will be addressed. Instead, the AI will control scouts more effectively in a multitude of ways—which I find really exciting:
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Thank you for you being with us in hard times anyways, its true many of the modding features we daily use are really were worth to be paid. But unfortunately we do not get paid.
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