New Version - October 1st (10/1)

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Gazebo

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Hey all!

New version inbound. Lots of fun changes here.

Bugfixes:
  • Fixed some Deal AI quirks related to peace deals
  • A few UI fixes and tweaks, mainly QOL changes
  • A few small adjustments to AI deal behavior
  • Fixed a few non-scaling yields (gamespeed/era where applicable)
  • Fixed some rare bugs and crashes related to unit pointers and operations
  • Fixed a bunch of smaller AI quibbles
  • AI a little more restricted on third party war/peace/city deals it'll make.

Additions:
  • Incorporated Whowards' CS Gifts Mod
  • Warscore implementation complete - now, when at war, leader screen has warscore value and a general rundown of what the war has been like (and what the AI wants from you, peace-deal wise). See below. Eat your heart out, Civ:BE:RT. :)
Warscore:

Warscore is calculated by comparing the following values for the two warring players and finding the middle ground of this set of values:
  • Military Might
  • Economic Might
  • Damage dealt to other player
  • Current status/location of military units in general
  • AI War projection algorithm (more specific, situational values, such as overseas wars, etc.)
These values are combined for each player and the median is found, so that the war score of one player is the inverse of the other.

(Example: if you have a war score of 10, and they have one of 20, your actual war score is -10 and theirs is 10)​

Data is shown in main leader screen underneath 'WAR!' text. Tooltip gives you general information about your warscore (but not numbers, as that's too easy to exploit). If applicable, the tooltip will also show you the type of peace treaty the AI is willing to offer you, or if it refuses to make peace outright.

Why does this matter? This value corresponds directly to the kind of peace deal the AI will make. Peace deals now range on a scale from 0-100, where 0 is white peace and 100 is unconditional surrender. This makes it easier to see what you should expect from the AI. Note that the AI may still refuse to make peace, of course.

Is this cheating? No - it follows the same kind of logic as the spy system - this is simply a chance for players to peer 'under the hood' of the engine to see what the AI already knows/acts upon. Should make for more rational AI war/peace behavior.

Leaders:

  • Arabian UA tweaked: Second bonus is now: 'Double movement in Deserts, double healing in Plains.' (Plains overperforming a bit)
  • Harappan Reservoir tweaked: now grants +1 Food to Farms, and +1 Production to Flood Plains, but loses +1 Food on Lakes/Oases. (a much more guaranteed bonus from the Farms)
  • Inca: all mountains (including unowned ones or those owned by others) create city connections. Bask in the glory of your mountain empire!
  • Stele - now 33% plot cost reduction, +25% Faith from City during Golden Age
  • Maya - new UI, replaces UB - Kuna (Pyramid) - can be built in owned jungles and forests, but not adjacent to each other. +2 Faith/Science. Available at Construction. Yield bonuses at Archaeology (+2 science), Astronomy (+2 culture), Flight (+2 gold).
Maya now have a jungle/forest start priority
Custom 3d art from Ekmek (Thanks a ton!), custom icon art from yours truly.​

Early Era Wonders:

  • Mausoleum of Halicarnassus rework: 'We Love the King Day' begins in the City. During 'We Love the King Day', City Production increases by +15%. Receive 50 Culture when a Great Person is expended, scaling with Era. Free Stone Works in City.
  • Artemis - gains a free Granary in city when completed
  • Zeus - free Forge in City
  • Why? Opportunity costs of early wonders best offset if they include something free.
  • Terracotta Army units get xp of founding city.
General Balance:
  • First prophet now costs 400, second 800 (slow down early religion just a bit, giving players a chance to expand and catch up if need be)
  • Completely reworked how the AI understands and handles war/peace values, especially when considering a war's current status and peace
  • Effect: AI will get out of wars more cleanly, and humans will be less likely to wiggle out of wars not going their way
  • AI now cares about pillaging, plundered trade routes, and civilian casualties of war (formerly did not add into AI's concept of a war's status)
  • Adjusted warmonger values upwards slightly.

Policies:
  • Opening three branches tweaked a bit. See below.
  • Patronage renamed Statecraft (reflects recent shift toward spies and other civs, instead of just CSs)
  • Cleaned up some text, clarified some policy descriptions, and fixed some errors.
Tradition:
  • Opener: added +2 food in capital
  • +10% growth (was 5)
  • Scaler: +4% growth (was 3)
  • Splendor (Tradition) now reads: Expending a Great Person grants +50 Golden Age Points and Culture, scaling with Era. Palace Garden constructed in Capital, providing an Artist Specialist slot and additional Culture from Monuments and Gardens.
  • Justice (was Authority) - +25% RCS in cities with a garrison (instead of +1 gold in all cities)
  • Sovereignty - +15% GPR in all cities (was +1 culture)
  • Devotion - 5 specialists in capital no longer cause unhappiness (Was 15% GPR)
  • Liberty now renamed to 'Progress' (i.e. Tradition v. Progress)
Progress:
  • Opener Receive 30 Science when a Citizen is born in your Capital, scaling with Era. Receive 10 Culture when a Technology is researched.
  • Additional: 10 additional Culture when a Technology is researched, scaling with Era. (this should have a bit more value early, when it really matters)
  • Same Finisher
  • City Planning: Cities Receive +10 Food and Culture when they construct Buildings. Bonuses scale with Era. (makes sense to have them both here)
  • Citizenship now called Free Labor (same bonus)
  • Civil Engineering: +15% Production towards buildings. Tile improvement construction rate increased by 25%. (lumped slow burn bonus of branch into one policy. more punch)
  • Code of Laws: +2 Production in every City, +1 happiness per 15 citizens in non-puppet cities. (was good, is now better)
  • Liberty: +2 Food in all Cities, and +3 Science from City Conections (scales fairly well, synergizes well)

Authority
  • Might now called Authority (more generalized than Might, as it is the expansion branch, not just the 'war' branch)
  • Same opener/scaler
  • Finisher: Each City with a Garrison generates +1 Happiness and +3 Culture (helps with culture sustain)
  • Logistics now called Dominance (same bonus, thematic change)
  • Tribute now gives Food instead of Gold (Gold buff from maintenance reduction, needed some growth here)
  • Expansionism now Imperium, grants Golden Age Points and Culture from founding/conquering Cities in addition to free settler. (this is the big change- should help expansionists keep up)
  • Conscription same as before, except cities already over 6 citizens get a military unit instantly.
  • Martial Law same as before (not great, but leads to a nice finisher)

Not savegame compatible!

New version will be online as of ~12:25 am EST. Installers and standalone versions all updated.
 
I just started a new game being a bit sad about not having access to the new policies :D
Whatever it wasn't a very fun map anyways.
 
Hey all!.

Harappan Reservoir tweaked: now grants +1 Food to Farms, and +1 Production to Flood Plains, but loses +1 Food on Lakes/Oases. (a much more guaranteed bonus from the Farms)
I'm normally opposed to removing effects from buildings, but this seems fair, farms can pretty much always be built anyways.
Still not sold on the flood plains bonus(it is going to over-perform with certain starts for sure), but at least it does something outside of those locations now :D.
Well, anyways I guess even with a full floodplain start it is still going to be as powerful as polders.

Inca: all mountains (including unowned ones or those owned by others) create city connections. Bask in the glory of your mountain empire!
Basking :D

Stele - now 33% plot cost reduction, +25% Faith from City during Golden Age
Extra landgrab was a nice touch, even if the number was pretty low it still sounds fun.

Maya - new UI, replaces UB - Kuna (Pyramid) - can be built in owned jungles and forests, but not adjacent to each other. +2 Faith/Science, and reveals territory directly around the Kuna. Available at Construction.
Maya now have a jungle/forest start priority
Custom 3d art from Ekmek (Thanks a ton!), custom icon art from yours truly.
Any chance you could spoil where it gets yield-bonuses, if it gets any?

Mausoleum of Halicarnassus rework: 'We Love the King Day' begins in the City. During 'We Love the King Day', City Production increases by +15%. Receive 50 Culture when a Great Person is expended, scaling with Era. Free Stone Works in City.
Sounds nice, really.

Artemis - gains a free Granary in city when completed
Might be of limited use as the granary is available earlier and from a pretty essential tech, but it's not like ToA was bad or anything.

Zeus - free Forge in City
A lot more useful than the ToA granary that's for sure, nice.

First prophet now costs 400, second 800 (slow down early religion just a bit, giving players a chance to expand and catch up if need be)
Not that sold on the price increase for the second prophet, but for the first one it sounds nice.

Completely reworked how the AI understands and handles war/peace values, especially when considering a war's current status and peace
Effect: AI will get out of wars more cleanly, and humans will be lessl likely to wiggle out of wars not going their way
AI now cares about pillaging, plundered trade routes, and civilian casualties of war (formerly did not add into AI's concept of a war's status)
Adjusted warmonger values upwards slightly.
You couldn't really wiggle yourself out of wars you were winning before :D


Tradition:
Opener: added +2 food in capital
+10% growth (was 5)
Scaler: +4% growth (was 3)
Splendor (Tradition) now reads: Expending a Great Person grants +50 Golden Age Points and Culture, scaling with Era. Palace Garden constructed in Capital, providing an Artist Specialist slot and additional Culture from Monuments and Gardens.
Justice (was Authority) - +25% RCS in cities with a garrison (instead of +1 gold in all cities)
Sovereignty - +15% GPR in all cities (was +1 culture)
Devotion - 5 specialists in capital no longer cause unhappiness (Was 15% GPR)
I can understand the idea behind specialists not causing unhappiness, but I just don't see the need.
Rest of it looks nice, loss of the flat yields might completely break the tree, but time will tell :D

Liberty now renamed to 'Progress' (i.e. Tradition v. Progress)
Did you bring progress to the tree? :D


Authority
Might now called Authority (more generalized than Might, as it is the expansion branch, not just the 'war' branch)
Same opener/scaler
Finisher: Each City with a Garrison generates +1 Happiness and +3 Culture (helps with culture sustain)
Delaying the culture is kinda painful, especially as the opener isn't reliable at all.

Logistics now called Dominance (same bonus, thematic change)
Tribute now gives Food instead of Gold (Gold buff from maintenance reduction, needed some growth here)
Makes sense. Wasn't that what it did from the start by the way?

Expansionism now Imperium, grants Golden Age Points and Culture from founding/conquering Cities in addition to free settler. (this is the big change- should help expansionists keep up)
I guess this is the culture that replaces the old one :D
Anyways why won't you share numbers? :D Makes this hard to judge.

Conscription same as before, except cities already over 6 citizens get a military unit instantly.
Makes sense.



Thanks for your hard work.
 
According to EUI the Mayan UI doesn't get any bonuses from the Ideology-tenets that boosts all unique improvements, I haven't actually tried this in-game, but I figured I'd mention it anyways.
 
0.25 unhappiness per specialist, so it saves 1.25 unhappiness in the end.
 
According to EUI the Mayan UI doesn't get any bonuses from the Ideology-tenets that boosts all unique improvements, I haven't actually tried this in-game, but I figured I'd mention it anyways.

That's an oversight, dang. Ah well, it won't break anything until the next patch.

I updated the first post with Kuna info (doesn't have LoS breaking in actual version - that was an early idea).

Ran a bunch of test games, culture growth on first three trees nearly identical (i.e. AI players would all finish first policy branch around 10 turns apart from each other).

0.25 unhappiness per specialist, so it saves 1.25 unhappiness in the end.

Yeah, it's not spectacular, but it is useful for the first 100-150 turns when happiness is really tight. Also means that all 5 specialists in the capital (from those buildings) are 'free' happiness-wise, so it's thematic to boot. I think the chapel makes up for it anyways.
 
Great changes overall! Amazing work, really looking forward to trying it out.

This one thing, however, also caught my attention:

So it's whooping 1.25 happiness?

I imagine that having those 5 first specialists consume half the usual amount of food instead would actually have a much more tangible impact. Right now 1 net happiness in best circumstances isn't too impressive, unless I'm mistaken about how it works.

Anyway, keep up the good work. Cheers!
 
Ran a bunch of test games, culture growth on first three trees nearly identical (i.e. AI players would all finish first policy branch around 10 turns apart from each other).
The AI have a huge advantage over the player when sniping barb-camps however.


Yeah, it's not spectacular, but it is useful for the first 100-150 turns when happiness is really tight. Also means that all 5 specialists in the capital (from those buildings) are 'free' happiness-wise, so it's thematic to boot. I think the chapel makes up for it anyways.
I don't think you have the extra food to run 5 specialists during the first 100-150 turns :D
 
Love almost everything (I love change in general) but I do have to say that 1) barb camps are near impossible to clear before the AI without them getting revealed (I manually turn that feature on again every time I install the CBP) and 2) 1.25 happiness is really nothing. Half food would be more useful. On the other hand, 1.25 happiness is 1.25% more yields... :crazyeye:
 
G. did you by any chance change the formula for how much damage barbs takes when raiding? They just don't seem to die at all anymore.
 
Inca: all mountains (including unowned ones or those owned by others) create city connections. Bask in the glory of your mountain empire!

This is a spot on change. What about iroquois? They have a similar UA, but regarding forests; i have played them some versions ago but only owned forest tiles counted as roads (i don't know if this was changed recently like the Inca UA).
 
This is a spot on change. What about iroquois? They have a similar UA, but regarding forests; i have played them some versions ago but only owned forest tiles counted as roads (i don't know if this was changed recently like the Inca UA).

Main difference is that forests are useful, workable tiles, mountains are completely useless, way more expensive than all other tiles as well as completely ignored by the automatic tile acquisition
 
G. did you by any chance change the formula for how much damage barbs takes when raiding? They just don't seem to die at all anymore.


Seriously, I have no idea what's wrong with the barbs, but it's clearly affecting the AI just as much as it is affecting me. I haven't had a city above 20% hp since turn 25. At one point I have 12 barbarian units in my territory simultaneously.
Me and 5 of the AI civs are at between 15 and 13 techs unlocked at 140 turns into the game.
The two other AI spawned in corners, one of them between 4 city-states, the other one between me and 2 citystates, they are currently at 26 and 25 techs unlocked.

Note that this is on a standard pangea map, nothing oversized or or crazy empty.
 
Why does this matter? This value corresponds directly to the kind of peace deal the AI will make. Peace deals now range on a scale from 0-100, where 0 is white peace and 100 is unconditional surrender. This makes it easier to see what you should expect from the AI. Note that the AI may still refuse to make peace, of course.

This is going to be like in CK II (god I hope not), you destroy their entire army , capture 2 holds, they still have one left and they have no chance of victory.Warscore in CK II after all that shows 90-95% and you demand surrender, their response is "It's just a flesh wound, we can still fight" and you can't end war until you reach 100% (at least I never managed to do it ..) .

Regarding barbarians I agree with Funak. I am not having trouble he has but Barbarians act like they are on steroids with option "Raging Barbarians" turn on, when it's not.

Take a look :
Spoiler :


Barbarian warrior has assaulted city with 16 !! defense score and city barely scratched him in return.Heck, it should have received much more damage.
Second turn Barbarian was brought down to 60% of original HP by me and yet he after he attacked city again, he only received 5-6 damage where it should have ended dead.

Spoiler :


If warrior is this tough, then I can only imagine mounted barbarian units are even more tougher ..

Edit: Soon after I got rid of pesky barbarian and found their camp, two more barbarians showed up, heading towards city from different direction (not one where I was ). This kind of trouble so early in game has really slowed down my advancements because I had to deal with camp nearby and two barbarians which were looting the city, stealing precious culture/gold/science (which I counter by picking Authority, still .... ) , not to mention two more camps that I have yet to discover and destroy.
 
Regarding barbarians I agree with Funak. I am not having trouble he has but Barbarians act like they are on steroids with option "Raging Barbarians" turn on, when it's not.

Take a look :
Spoiler :


Barbarian warrior has assaulted city with 16 !! defense score and city barely scratched him in return.Heck, it should have received much more damage.
Second turn Barbarian was brought down to 60% of original HP by me and yet he after he attacked city again, he only received 5-6 damage where it should have ended dead.

Spoiler :


If warrior is this tough, then I can only imagine mounted barbarian units are even more tougher ..

Edit: Soon after I got rid of pesky barbarian and found their camp, two more barbarians showed up, heading towards city from different direction (not one where I was ). This kind of trouble so early in game has really slowed down my advancements because I had to deal with camp nearby and two barbarians which were looting the city, stealing precious culture/gold/science (which I counter by picking Authority, still .... ) , not to mention two more camps that I have yet to discover and destroy.

I'm mostly wondering if this change (because I know it is a change) was intentional(but not mentioned here for whatever reason) or if it was a random wrong upload like that time all difficulties got bumped up 5 steps.


No, barbarians aren't a problem, they always die on raiding, everybody knows that :D
I really don't see your point at all, barbs used to die from 2 pillages(horsemen from 1) and grabbing something like 3 or 4 science. Now the first brute that got into my territory survived raiding 6 turns and managed to steal over 10 turns worth of science. Not to mention the camps seems to spawn units way faster (or they're just surviving longer I guess).
 
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