Update 2.27 - Clever cubes.
All units are independant AIs. It means for example that each iube need to actually see a tree around to get wood (there is no central mind telling them where trees are located on the map). For this reason, "not close enough" resources can sometimes lead to a complete disorganization... don't you hate those wandering iubes?
Four new behaviors have been added to prevent this exasperating dilution:
Water: because we all know where water is... if your iubes need water without seeing this resource nearby, they will go straight to the map's border.
Wood: because this is teamwork... if there isn't wood around anymore, the first iube to discover a closer tree will spread the information to the construction crew.
Gold: because we can assume where gold is... if the iubes need gold without any in sight... they will go wandering around the "gold foundry" (obviously if you decide to build a gold foundry far away from gold... this is another kind of issue).
Mood: the decision mechanism for non-soldier units to switch between working / defensive / aggresive stance has been upgraded. Just... watch & enjoy :)
Four new behaviors have been added to prevent this exasperating dilution:
Water: because we all know where water is... if your iubes need water without seeing this resource nearby, they will go straight to the map's border.
Wood: because this is teamwork... if there isn't wood around anymore, the first iube to discover a closer tree will spread the information to the construction crew.
Gold: because we can assume where gold is... if the iubes need gold without any in sight... they will go wandering around the "gold foundry" (obviously if you decide to build a gold foundry far away from gold... this is another kind of issue).
Mood: the decision mechanism for non-soldier units to switch between working / defensive / aggresive stance has been upgraded. Just... watch & enjoy :)