Welcome back Talin!
Try to use Dynamic XP perhaps. I'm interested to see why you aren't getting any experience. The More XP to Level option shouldn't have had any effect on that. That can happen without Unlimited XP option once you hit about 10XP on a unit. Could that have been the issue?
Unless you have the Unlimited XP option on there is a limit on how much EXP you can get from animals and barbarians. Once your unit gets over that limit they will get no more exp from fighting those types of enemy. This is default Civ/BtS behaviour. We did add The_J's mod which allowed you to take a promotion that would let you go over that limit.I had a pause for c2c for 3 months, 3 days ago renewed SVN and started new game.
I noticed units don't get experience when attacking animals or barbarians.
After searching this thread i found that it can be concerned with either Barbarian General option (i have it on) and turning More XP to level option off (had it on).
So i turned off latter and i gain experience again, but it come way too quick to my liking.
Is there any way to have More XP to level option on and still gain experience?
I am doing some work on the animals at the moment. That includes the "taxonomy" groups. That means that anything you do there may be wrong soon, so I suggest you leave it for now. Thanks.Found another missing TEXT_*_EFFECT for weasels, if no one fixes it I will include it in the SVN once I get the strategy sections for ancient era buildings done.
When I loaded your save I did Not do the Re-Calc it requested. So it kept as you had it.The French in this game are not expanding. Seems they are, with 2 cities, going minus with over 2k per turn???
SVN 10041
Edit: Also, I still get increased "imaginary" units added to Supply limit so that in the current game it's counting as me having 51 units to supply when I have only 15 out.
Edit2: I should probably point out that I have set Eternity Speed to 2500 in Research instead of 1000, and Nightmare Deity to 150 research instead of 100, and am manually increasing the "free outside units" to match what I actually have, to offset the Imaginary Units.
Thanks for advice!
After turning Dynamic XP off, i started getting experience again (with More XP to level turned on).
Appears both of those options were affecting that.
Very odd. But I think it's explainable as possibly rounding ending up too low. Dynamic XP could simply be named 'Less XP'.I have unlimited xp on, but problem began since start, i.e. at zero exp i was not getting any at all.
It's a good example of a difference. Nice observation. I think the way to manage it is simply to accept its not as valuable to hoard them and you need to find a better balance of how many to sacrifice instead.And another reason why a 20,000 turn GS and associated settings really warps the Mods play, imhpo of course.
What you get when you sell is a little different than the upkeep, which is a bit harder to work with properly because the player tracks that not by unit but by unit count. So what happens is that 'free support' is collected in fractions to add up to a final amount of free units that offsets the total. AKA, units that are less in size than the standard amount they are expected to come in at (such as a split unit) gives about 30% of a free unit to the player to offset the fact that this is not actually one whole unit but when counted is counted as the integer 1. Units larger than that work the opposite way, tearing down free unit counts.You are using SM. Did you know that a combined unit will not count as 1 unit for supply. It will count as the total number of base units you used to get the Upsized unit. T-brd can correct me if this is wrong now. Iirc this was done to keep players from using an exploit as they could split a unit down to 3 lesser units but disband each lesser unit for the same amount of gold as they would've gotten from the original unit. So break the stone axe down to 3 lesser axe and sell for 3x the money of the original axe.
SaM always damaged AI.I am actually hoarding them in that game because I am on par with the AI, and that is the reason I am on 0 Science on the slider too, both done to not outperform the AI.
I also have the option of not getting money when disbanding active, or not active as it's a "Disband gives money" option, so the selling part is not applicable.
WFL has not come into effect yet and the TD has not come into effect either as I am on par with the AI. Some of the AI are getting that boost from ME though.
I can't state properly regarding how much worse the AI is in SaM now compared to before. Thought the AI fixes in up to 10051 would be fixing that as it's mostly a brokerage problem. In that game at least one AI is expanding as it should, two are new nations and have not come into their own properly yet though the Spaniards have shown capability and have expanded already, so that's working. The French were stuck in a 10041 money deficit at 2 cities before but have started to expand since I updated to 10051. As I saw it in this setting it was more the <iResearchPercent being set at 100 for all human difficulties that made the AI seem to not do as well compared to me.
Anyway, I am now doing a new game, still with SaM though but with no changes to any files at all, not even DomAdv or settings files, to see if the Unit Supply imaginary units will persist, and also to check on the AI performance in tech.
I should point out too that before 10011, when the AI brokerage was broken more before being fixed (?) the AI outperformed me easily in Tech and I had to struggle to maintain my position and start catching up, at least until nearing the Classical age WITH SaM active, so I can attest to that the AI was not hampered much, maybe not any at all, with SaM active then.
As for the 20 Unit Supply, is that units outside currently you see in that Advisor, aka Units being Supplied + free units, or Units being Supplied?
In that game at the point where I sent the save game there are 18 units in total outside, so the Unit Supply should read along the lines of "Away supply cost for 8 units (free support for 10)".
For me in that game it reads: "Away supply cost for 48 units (free support for 10)" if loaded into the completely unmodified 10051 SVN version.
So it is intended that player can't upgrade Neanderthal Gatherer into Neanderthal Worker? That's a bummer.It obsoletes the building that gives artificial Neanderthal Culture (but doesn't obsolete it for the Neanderthal Player(s)). Working as intended. Not all Neanderthal units were supposed to be available in this arrangement.
Oh, I see. It makes sense. That's the reason why Outrigger moves 3 tiles instead of 2, if I remember correctly.Because both coast and ocean require 2 movement points but some units are better at traversing one or the other. It's thus a very very minor benefit at that stage.
10% reduction in construction costs for buildings would be really nice.The version you were on was before a 20% tech cost hike and I'm still considering another 10% reduction in construction costs for buildings.
Why not force to off and hide Start as Minors option then? It really overpowers human player. I saw it in my games.SaM always damaged AI.
Revolutions, Start as Minors, Raging Barbarians, Agressive/Ruthless AI options are ones of worst for AI.
WFL+TD without limiting them to AI also makes AI less competitive.
Yes, it does. But it is also a nice flavor option, mostly for builder-type players. Perhaps the tech could be changed from Writing to Negotiation (almost an entire era earlier), that has already been proposed.Why not force to off and hide Start as Minors option then? It really overpowers human player. I saw it in my games.
Well they marked it in option when you hover it, that it damages AI.Why not force to off and hide Start as Minors option then? It really overpowers human player. I saw it in my games.
Well hunters/explorers/workers may be killed more frequently.How Raging barbarians hurt AI? I haven't noticed increase in military unit production for AI players. They tend to have 4-5 defensive units in the city regardless of this option is on or off.
Personally, I really need this option ON to harvest Captives. They are indispensable in my constant struggle for
Revolutions become worse for AI in later eras as more crime unlocks.And Revolutions starts to hurt AI in later stages of the game? When it becomes infested with crime and health problems? Because I don't understand how it can hurt AI in Prehistoric and Ancient eras.
People who are playing multi player games where there are no AI players might like to use it.Why not force to off and hide Start as Minors option then? It really overpowers human player. I saw it in my games.
And here is Blue Genie's answer.This stuff can lead to ghosty little hard to explain calculations in the cost advisor that need to just be accepted as they are unless you want to go through calculatory math hell to figure out how it all added up to that. At some point I may try to really overhaul the thing.
Its just that on Nightmare ResearchPercent used to be 225 (now is 100).
Now AIResearchPercent is at 79 - equivalent of 127 ResearchPercent on Nightmare.
AI is now much slower when it comes to buildings, wonders and techs now on Deity and Immortal.
He took that under account, but step was bit higher on Immortal->Deity too originally for techs.StrategyOnly wants NMD to be 2 full steps above regular Deity. Toffer has to take this into account. If he has not then he needs to do so.
There Were solid reasons for those "inconsistent steps" as you put them. They were actually Not inconsistent at all for making the upper Difficulties actually difficult. And consistent for the the GS system used back then too. Eternity, back then when it was 8,250 turns, still had some challenge to it on the upper Difficulty levels. I can't say that is true anymore. Someday players will see that.If I wanted same handicap scaling as in old system, just converted to AI, steps would be very inconsistent for Immortal->Deity and Deity-> Nightmare:
Units: 1 step and 5 steps.
Buildings: 4 steps and 2 steps.
Projects: 1,75 and 1,4 step.
Techs: 4 and 6 steps.
I use old system as comparison.There Were solid reasons for those "inconsistent steps" as you put them. They were actually Not inconsistent at all for making the upper Difficulties actually difficult. And consistent for the the GS system used back then too. Eternity, back then when it was 8,250 turns, still had some challenge to it on the upper Difficulty levels. I can't say that is true anymore. Someday players will see that.
But that Old system is gone. So it is Irrelevant now.
They do a terrible job of sending out attacks against barbs that lurk in their nation destroying their improvements.How Raging barbarians hurt AI?
Possibly. I'd have to look closely to know that for sure. It works on free units and I don't know exactly what variables he's saying is off track... I'm not sure which is the 'outside' support units exactly. I'd really have to research this further to know for sure if that's the answer but I do suspect it might be.And here is Blue Genie's answer.
Generally in new system on all handicaps below Noble AI has effectively lower building/unit/tech cost than in old system.Toffer, if you're making heads and tails of Raxo's analysis and you want to act on it, go for it.