Roland Johansen
Deity
Ok, you're asking for personal opinions, so here's mine:
Fix these please.
I'm also very much in favour of fixing this. To quote myself from the already quoted thread:
In my opinion this AI-upgrade could be integrated in the unofficial patch. But some may not like AI-upgrades in an unofficial patch.
Yep, fix these please.
I've personally encountered this bug. While it may not happen very often, when it happens it just ruins the additional diplomacy options that the AP offers. When this bug occurs, a significant part of the diplomacy functionality is removed from the game seriously diminishing the diplomacy fun and strategic factor of that game.
My version of the bug was slightly different. Someone commented on my description of the bug that it was related to the winner of the AP-election getting an additional city or something. I can't remember it exactly and can't find it anymore. However, it resulted in no more AP-Palace resident elections.
Yes, please fix these.
Note that normal hammer bonuses from a forge, factory and such also apply to the 'build wealth' option (and build science and build culture), so it's not entirely logical to base the gold output on the base hammers value.
An example: You're building something with a 50% production bonus from a forge and factory and another 100% production bonus from a resource. You have a base production output of 40 and you still need to produce 30 hammers to finish that construction that turn. 12 of those 40 base hammers would give you the needed 30 hammers (12 * (1 + 0.5 + 1) = 30.
The remaining 28 hammers would presently give you 28 * 2.5 = 70 gold. When the gold would be based on base hammers, you'd get 28 gold. When you'd get gold based on the normal hammer bonus, you'd get 28 * 1.5 = 42 gold.
When you'd 'build wealth' for a single turn instead of finishing the construction, you'd get 40 * 1.5 = 60 gold, so the present 70 gold version is certainly weird.
[*]The rare but entertaining "AI builds you a wonder" bug. Fix from DanF5771.
[*]The "Theology without religion" bug. See the discussion in this forum.
[*]The Glance Screen incorrectly parsing leader name bug. See description from BTS Bug forum. Fix from BUG mod.
Fix these please.
[*]The Favorite Civics redline all trade-screen civics bug. Fix from DanF5771. I'm still on the fence about this one but am leaning more towards changing it.
I'm also very much in favour of fixing this. To quote myself from the already quoted thread:
It seems logical that a civilisation is unwilling to switch out of its favourite civic. That's a part of their programmed personality. It seems extremely odd that whether an AI is using its favourite civic or not has an effect on its willingness to change its civic choices in unrelated civic categories.
[*]The Better AI "closeness" fix. First mentioned a few months back; the BetterAI team is happy with how it is working out in their testing so it is something we should consider here. I'd like some opinions from others.
In my opinion this AI-upgrade could be integrated in the unofficial patch. But some may not like AI-upgrades in an unofficial patch.
[*]Spies no longer interrupt their mission when moving next to an enemy unit; this wasn't actually fixed in Official 3.17 despite the readme and needs to be revisited. Bhruic had fixed it in his 3.13 patch but that area of code has changed quite a bit so some work needs to be done.
[*]Adding an in-game patch version indicator (probably using the flag hover text like BetterAI does)
Yep, fix these please.
[*]AP votes stopping when current pope switches to FR. An old one that I never really got around to looking into.
I've personally encountered this bug. While it may not happen very often, when it happens it just ruins the additional diplomacy options that the AP offers. When this bug occurs, a significant part of the diplomacy functionality is removed from the game seriously diminishing the diplomacy fun and strategic factor of that game.
My version of the bug was slightly different. Someone commented on my description of the bug that it was related to the winner of the AP-election getting an additional city or something. I can't remember it exactly and can't find it anymore. However, it resulted in no more AP-Palace resident elections.
[*]Ruff's map script fixes; listed here because I don't know how well the most recent ones have been tested.
[*]AI resource valuation causing them to give away obsolete resources which still benefit the other nation.
[*]Possible error in AI promotion valuation regarding first-strike-granting promotions.
Yes, please fix these.
[*][*]Bonus gold from hammer overflow caps includes production modifiers whereas the actual overflow hammers do not. Recently brought up in the pinned topic. Not sure how I feel about this one and would like to hear some other opinions.
Note that normal hammer bonuses from a forge, factory and such also apply to the 'build wealth' option (and build science and build culture), so it's not entirely logical to base the gold output on the base hammers value.
An example: You're building something with a 50% production bonus from a forge and factory and another 100% production bonus from a resource. You have a base production output of 40 and you still need to produce 30 hammers to finish that construction that turn. 12 of those 40 base hammers would give you the needed 30 hammers (12 * (1 + 0.5 + 1) = 30.
The remaining 28 hammers would presently give you 28 * 2.5 = 70 gold. When the gold would be based on base hammers, you'd get 28 gold. When you'd get gold based on the normal hammer bonus, you'd get 28 * 1.5 = 42 gold.
When you'd 'build wealth' for a single turn instead of finishing the construction, you'd get 40 * 1.5 = 60 gold, so the present 70 gold version is certainly weird.