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m_Improvement_Scoring["IMPROVEMENT_LUMBER_MILL"] = 70;
m_Improvement_Scoring["IMPROVEMENT_FOREST"] = 60;
I'm just guessing at the internal name for the builder actions.
Good question. Keep in mind the m_Improvement_Scoring table is priorities for one plot, so if there are multiple options for one plot the values there determine which one they will build.
That being said, with b_RemoveFeatures set to false, Builders will actually never remove a forest unless they need to in order to improve a resource. Even if you set b_RemoveFeatures to true, Builders will always build an improvement over the feature rather than remove it (with default m_Scoring numbers).
Basically, you should not have to make those changes as by default the Builders will always put a lumber mill rather than removing and making a mine.
The m_Improvement_Scoring table has mines higher than farms, so on a hill tile with no feature, Builders will build mines there rather than farms.
Are you looking to do something else? It sounds like you might mean that you want them to make lumber mills in your borders first, and only after lumber mills are made then they can start making farms and mines?
Ah! Currently, I have not implemented automated Builders building forests. Definitely something I will try to do in the future.
That table is for deciding which action to choose for each individual plot. You shouldn't need to worry about it as much now as you can change the settings in game.
Even without automation, I've had no luck getting Builders to clean fallouts in Civ 6 without dying quickly. I haven't implemented it here, and in the future I will write a custom pathing function so that automated units don't walk through contaminated areas.
Also is there a way to make it so they'll improve things more than 3 tiles away?
Great questions. No, if you put in a value of 0 for max improvements they will not build those. I could recode the logic so that if it's negative, that will make it infinite. You can just set it really high for now.
Builders will improve strategic and luxury resources anywhere in your borders. There's also a setting to build farms within 4 tiles if the plot is next to another farm in the 3 tile range for adjacency. I could add a setting that has builders just improve any tile in your borders, then people could turn that on late game if they just want the tiles improved for visual satisfaction.
Those are some features I'd really love to see if you're up for it! Thanks for the reply and the info! :)
EDIT: Are you able to push the numbers higher than the sliders allow by changing it in the file itself?