ChrisAdams3997
Prince
>>>Download Patch 1.9.6<<<
This is only a patch and requires 1.9.1. As with the previous patches, this includes all post 1.9.1 patches in it and can be installed directly on a fresh 1.9.1 Installation, or any previously patched version of it.
1.9.6 Patch Notes
While it's only one line, the first one in bold above represents the bulk of the work that's gone into this patch. The Worker AI had a lot of code carried over from vanilla that was highly counterproductive because of a number of the changes in DuneWars. It's been rewritten almost entirely and is now (I believe) perhaps the best worker AI for any vanilla or modded version of Civ4 period (of course I might be slightly biased ). For the first time ever I'm actually automating some of my workers, and for me, that's saying a lot .
The tech values as calculated by the AI have also been overhauled so that many common mistakes made by the AI before have been avoided, especially in the early game when it can really hurt. It's still not as smart as an experienced human, but with the additional help of the difficulty handicaps, and the better job of developing both their territory and spice fields, it's the most economically competitive AI DuneWars has had to date and a big step up I think even from the earlier AI work.
The shifts in the tech tree I'm also confident was a great step, as it's now a much more strategic choice if you want to shoot for Feudalism or Choam, if either, in the early game. And it's not a particularly good idea to piddle around if you want to found one of them either, as the AI is much more willing to take a shot at getting there first, especially those leaders who tend towards a particular religion.
This is only a patch and requires 1.9.1. As with the previous patches, this includes all post 1.9.1 patches in it and can be installed directly on a fresh 1.9.1 Installation, or any previously patched version of it.
1.9.6 Patch Notes
- Major tech value and worker AI improvements that should further increase AI performance
- Great Houses (CHOAM tech) part of the tech tree reorganized (see here)
- Should now be much more likely they will be founded by different Civs
- Great Nobleman when founding Imperial for leaders with Political or Imperial Trait
- Great Merchant when founding Choam for leaders with Political or Mercantilist Trait
- Fixed issues with Spice Decay at slower game speeds
- Added game speed scaling for religion spread
- Added moderate scaling of numbers of worms and storms based on game speed
- Implemented Spice Civic decisions based on leader, each leader has a defined probability to aim for spice industry or arrakis paradise each game
- Included two game options, one that allows more unpredictability for all leaders, and one that makes the decision completely random for all leaders
- Default option follows cannon personalities as close as possible, should lead to a similar makeup of pro-spice and pro-paradise civs as before this patch
- Also forces vassals to keep spice civics demanded by their masters, they shouldn't flip back a few turns later as could happen before.
- Several Changes to the polar areas:
- Polar Ice Resources, in addition to water, also give large amounts of commerce when improved
- Polar Water Shipper unavailable to Polar cities
- Polar Terrain terraforms slower than before, Polar Sink Terrain can now terraform slowly as well.
- Modified how City Visibility/Investigate espionage costs are calculated so that it shouldn't become as unattainable in the very late game
- To make up for the lack of missionaries, Mahdi can spread internally to your own cities (by normal religion spread) even if they have another religion already as long as you own the Mahdi holy city and adopt Mahdi as your state religion.
While it's only one line, the first one in bold above represents the bulk of the work that's gone into this patch. The Worker AI had a lot of code carried over from vanilla that was highly counterproductive because of a number of the changes in DuneWars. It's been rewritten almost entirely and is now (I believe) perhaps the best worker AI for any vanilla or modded version of Civ4 period (of course I might be slightly biased ). For the first time ever I'm actually automating some of my workers, and for me, that's saying a lot .
The tech values as calculated by the AI have also been overhauled so that many common mistakes made by the AI before have been avoided, especially in the early game when it can really hurt. It's still not as smart as an experienced human, but with the additional help of the difficulty handicaps, and the better job of developing both their territory and spice fields, it's the most economically competitive AI DuneWars has had to date and a big step up I think even from the earlier AI work.
The shifts in the tech tree I'm also confident was a great step, as it's now a much more strategic choice if you want to shoot for Feudalism or Choam, if either, in the early game. And it's not a particularly good idea to piddle around if you want to found one of them either, as the AI is much more willing to take a shot at getting there first, especially those leaders who tend towards a particular religion.