_1. Mod version (i.e Date - 4/17):_4/17
Default AI city governor doesn't seem to be making right choices when it comes to producing a Settler.
Picture 1: Default governor chooses working only food-rich lake tiles, gets the Settle finished in 7 turns, but no food is accumulated (due to production of Settler).
Picture 2: Production focused governor does the right choice by using the hill tile to speed up the settler.
I guess, default governor should be behaving like production governor during the building of a Settler since choosing food tiles provides no benefits .


When building a Settler food tiles do provide a Production benefit. You can mouse over the Production yield to observe this.
The hill should still be worked however.
When building a Settler food tiles do provide a Production benefit.
I know. But it's not worth it in my particular case as you may see.
check this:

this is with all governors except production, which correctly works the plot to the northwest.
Growth is important yo.
Growth is important yo.
Speaking of that, in ilteroi's screenshot shouldn't the Food focus governor be working the northeastern most tile with 3 Food?
ok maybe i was a bit too terse ...
the governor is working a 2f1p plot when it could be working a 2f2p1g plot. that is decidedly suboptimal.
Jungle pantheon?
yes indeed! my bad, didn't think of that.
so it's working as intended ... there's only one way to put it:

so here's another one, what's going on here?

this is an occupied city ... the governor prefers laborers over the desert plots. also, the city has a lot of food, but excess is zero?
-100% from unhappiness.
What are laborers making?
so if food has no effect, that's another reason to work production tiles.
the laborers are 1p1g
another case, the laborer is 1p1g ... why isn't he working one of the free jungle plots?

also, +8 unhappiness on city growth? can this be true?

oh damn it is true. then again, why does the next citizen only give 1 extra unhappiness? why is this so non-linear? why did the city have a gold deficit of 51 with 18 pop, and now 97 with 19 pop? questions over questions.
City yield needs are static and locked until growth. So growth can often result in a big bump of unhappiness if you are really slow to grow.
For the laborer issue, what does the IDE say when you check specialist value?
you always have a good explanation ... it's just that the UI is hell ... how about we change it to "Local Unhappiness X (Set Y Turns Ago)"?
also i have a hard time believing that the median (!!!) is 10 gold per pop per turn. the log says:
Turn: 241, Food/Production: 421, Gold: 472, Science: 244, Culture: 305.
so there is a hidden factor of two. where does that come from and where is it logged?
coming back to the laborer, this is what the debugger says:
specialistValueCache
[0] (1, 20)
[1] (4, 89)
[2] (5, 71)
[3] (6, 112)
but a laborer is specialist type 0 right? so it's not even in the cache ... and i cannot find a call to GetSpecialistValue(0)
the UI shows you the unhappiness modifiers if you hover over the unhappy face in the cityview tooltip.
The bug is still present in 6-19 version, in addition to the locked citizen bug.
This is automated governor's choice (forest tile instead of fish tile):

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yes indeed! my bad, didn't think of that.
so it's working as intended ... there's only one way to put it: