Ok. Thanks for mentioning that. I think that will be fixable (as long as I remember to get around to it).I've noticed that AI doesn't care much about spreading his Corps to his permanent ally's cities especially when they're not on the same landmass. I've seen AI spread Corp (Creative Constructions) to all of his cities, to all other cities sharing continent with his cities, but not to any of his permanent ally's cities although almost all of them are on a continent 2 tiles away.
Having something like that was one of the main features I wanted when I first started K-Mod. (I talked about it here, and here.) I still think it would be good, and I'm sure it can be done; but I still probably won't do it in the near future... The main reason is that I think it would be a bit technically tricky (certainly achievable, but probably a lot of work to get the interface right, and to avoid OOS and stuff like that). I feel like my time would be better spent improving the AI for workers, to help the AI as well as automated workers. There's still a lot of room for improvement there; but none of these things are easy tasks.Thanks for the latest update!
I have an idea for a future feature.
Preserve improvement: A way of telling your automated workers to not change the improvement on a particular tile.
I know you can do this globally, but generally that's not desirable. I just want a way to stop my workers building workshops etc in the middle of an elaborate irrigation scheme, cutting off irrigation to a whole bunch of farms elsewhere. When this happens, I manually take control of some workers to change the offending tile back to a farm, but another worker will change it back a few turns later.
Not sure how you would implement this but perhaps either:
- Add worker action "preserve improvement", which can be executed by a worker on any given tile, but would not take any movement points (it should allow for building of roads and railroads, however)
- Improve worker AI to take account of the effect on farms that are irrigated by a particular tile, before changing the tile away from a farm
If I had to think of 2 balance changes that would really improve the game I would look at lumber mills and machine guns. Right now machine guns are vulnerable to cavalry, which I think is wrong. In Civ we see the advantage swing from the defender to the attacker and back again, and it's a cycle. I believe Firaxis meant for MG's to bring in a new defensive era, as they did in real life. These defensive windows make the game more interesting (like when longbows appear), otherwise every game would end with catapults. MG's do a good job of stopping infantry, they should also get a bonus vs mounted units, that way you need artillery to take them on. The fact that they lose to cavalry just means I never build them and if the AI ever does I just laugh at him and storm his MG's with my horses.
The other change that I think would add to the game would be allowing lumbermills earlier on, that way people wouldn't always chop everything... there would be an interesting strategic decision to be made. They could be allowed at guilds, for example, or machinery, or engineering. Does the AI ever build them, by the way? I don't recall really seeing any in AI lands.
I generally agree with your reasoning for those two buffs. There are just a couple of things that make me reluctant to change them. For machine guns vs cavalry, my reluctance is that Military Tradition is a dead-end tech, and so cavalry need to be good to make it worthwhile. Whereas railroad is an excellent tech for a range of reasons, regardless of how good machine-guns are. Machine-guns could use a buff for flavour reasons, but they are still useful as they are. My concern is that if I give them a bonus vs cavalry then it might short-circuit cavalry out of the game... On the other hand, cavalry are pretty strong anyway. I'm considering giving machine-guns +25% vs mounted, as you suggested, and also buffing West Point somehow to compensate. (It seems like everything is always getting buffed... I guess that's 'power creep'.)
As for lumbermills... if lumbermills came with Guilds, they'd be a very powerful improvement. They'd outclass workshops and watermills; which are the only non-hills productivity improvements available. Having lumbermills come sooner wouldn't just make people think about keeping forests, it would become one of the most used improvements of that era. A few people have said that all their forests are usually gone by the time they get lumbermills. Maybe I'm a bit unusual, but I tend to have a few forests still around when I get replaceable parts. I like to keep forests when they are in the overlap of fat-crosses, so that two cities can have the health bonus. Maybe that's just me though.
I've been play-testing both of these changes, but I'm still not really sold on them. I generally only like to make changes when I think it's clearly going to make the game better. These changes seem fine, but there are minuses as well as pluses - and I can't really tell if it's better or not.
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It seems like there's an endless list of things that can still be improved... and I'm working more slowly on it than I was in the past. At the moment, the main thing I want to do is fix some of the issues with the citizen assignment. (I've improved it a bit already since the current version, but there's still a couple of things I want to change.) After that, there are some problems in the AI's tech evaluation and their use of workers that I wanted to fix... but I'm not sure if I'll put those changes in the next version or not. I think my planned changes the to tech evaluation will need some play-testing.
That reminds me...
I think this problem is probably caused by an overflow in the AI's evaluation of the trade. i.e., the AI thinks ending the war is so valuable that the value number loops past its maximum and becomes negative.Hi Karadoc,
a few days ago (with 1.42b) I had a strange bug near the end of a looooong game on GEM with the 48-civ patched version of your mod.
Suddenly after I got master of the second biggest force in the world (they had 52 cities, I had 142) their former vassals broke free.
When I wanted to vassalize them too, I clicked on the button to let them offer their vassal conditions. Then the GUI updated the list with one of my cities, a huge GpT and a research tech, which was immadiately followed by a message box, that only one civ may offer things for a peace treaty. When I close this box, the negotiation dialog closed too.
When I just click on vassal state offer without asking what they want for that, they simplay ignore the offer. Other civs which were not a former vassal of the 52 city civ would vassalize without any problems.
So...
- Clearly the civs wanted to vassalize to me ( <5 cities compared to 142 cities, and a long war)
- Somehow instead of offering me cities and GpT, the dialog switched and make them demand something from me
- dialog got confused and opened message box which indicates that offers and demands got mixed up.
This might have something to do with
- 48 civs
- world size of GEM
- current city or army size
- vassalizing as an ex-vassal of a civ which vassalized to me
I was reminded of this because I've known for a long time that the way the AI evaluates peace-making trades is a bit bogus. Sometimes the value is way way off; particularly in the end game. I've had AI declare war on me, lose a big stack, then give their best cities for peace, essentially forfeiting the game. It needs work.