147.4 Few minor bugs

It's a shame the AI can't be taught to escort their Settlers...

I'll report here again if I see weak/no AI expansion. If this keeps happening, something's definitely up.
 
I'd also prefer leaving the barbs out of it, returning to the flavor levels of the previous version since it's clearly not working correctly

Flavor levels have not changed in recent versions.

It's a shame the AI can't be taught to escort their Settlers...
I've tried changing the settler escort formations in MultiUnitFormations.xml, but nothing so far has produced the results we want. I also asked around in the main modding forum... no one knows how to get it working.
 
Flavor levels have not changed in recent versions.

Wait. I'm confused. In this post
Spoiler :

It could be that the "FLAVOR_EXPANSION" value affects this. I changed AI flavors when I added the AI gold purchase system, and the stronger land disputes appeared to happen at the same time. I'll change the land dispute thresholds to see if that has any effect.

it sounds like you did change the flavors (and the subsequent patch notes confirmed it - I thought), which I had reasoned were what led to the strange behavior in v149 discussed in this thread.

If that's not it, I hope it's an easily discoverable and reversible change - like I said in another thread, it felt like I was playing on Settler:
  • Only one civ got a second city up before turn 85
  • No civs had much of a military at all in the early game
  • I missed the Pyramids by one turn, and didn't get the Great Wall, Himeji or Machu (only because I wasn't near a mountain) - I got every single other wonder
  • Despite the small civ sizes I had no competition in terms of culture (Siam was in the game, too)
  • I had no competition for city-states until the late game when the Inca nabbed a couple (Siam didn't compete, oddly)
  • Many civs were a full era behind in tech
 
Could it be that AIs no longer get free units at the start? I just killed Suleiman who had 1 Warrior and 1 Trireme with just a scout and my initial mohawk warrior. Shouldn't he have had some free military units or at least a worker (emperor difficulty)?
 
Flavor levels have not changed in recent versions.
Wait. I'm confused. In this post:
Thalassicus said:
It could be that the "FLAVOR_EXPANSION" value affects this. I changed AI flavors when I added the AI gold purchase system, and the stronger land disputes appeared to happen at the same time. I'll change the land dispute thresholds to see if that has any effect.

That was a month ago... I'll admit the word "recent" was a little vague. :)

Could it be that AIs no longer get free units at the start? I just killed Suleiman who had 1 Warrior and 1 Trireme with just a scout and my initial mohawk warrior. Shouldn't he have had some free military units or at least a worker (emperor difficulty)?

People said AIs started with too many units, so I reduced it last week. I'd be happy to raise it back up to the old values... I like AIs to have a strong starting army.
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I think that'll be a good change, apart from how much it helps Settlers.

Agreed, the starting units apparently help the AI more than expected.

@Thal - I just realized I misspoke when I referred to the land dispute stuff as "flavors", what I meant was reversing the land dispute threshold changes in v149.:)

Some (wonder?) production buff is worth considering too, I think.
 
Some (wonder?) production buff is worth considering too, I think.

This is probably part production boost and even more Wonder preference (if that's possible)... but whatever it is, it's probably #1 on the AI need list right now (where the mod is looking pretty damn good).
 
I still getting very little AI expansion... I have no idea what the problem is, or why it's persisting with me alone.

As well as this, it's extremely frustrating to have the "They covet lands you currently own!" modifier on an AI on another continent that has just made first contact with me.
 
I think it's safe to say you're not alone, albie! There have been a number of reports bemoaning the lack of expansion, early game especially. I think it's a combination of no starting units/the changed land dispute stuff (who knows what it actually does, and it may be related to your second paragraph)/no production bonus(/maybe the changed expansion flavor changes a while back).
 
I do not believe the two problems are related - the second has been an issue for a while before I ever had problems with AI expansion (It is the same issue that leads to the "Stop settling cities near my borders" notification).

I've tried playing with previous versions to pinpoint the exact update that caused each issue. Haven't gone back far enough yet to reach the second.
 
I too am baffled by the new lack of AI expansion.
I was playing v146 and they did the typical spam settler tactic, even without accompanying units.
In 149, Rome, Arabia, Harold, Germany, Darius, and even Russia kept at 1 city until turn 80 or so.
Alexander was an exception and Iroquois started expanding around turn 30 to 3 cities each. They usually go to about 10 cities by turn 100.
What are they doing?
They weren't building wonders as I took my leisure and gave them a change to have a head start.
Scouting revealed that they had very large armies on their territories. Spearmen and archers mostly. Later, levies.
Scouts revealed a lack of barbs in middle of map locations making the accompaniment issue moot. I spend my free time running about with horsemen and scouts to kill barb camps.
When several civs declared war on me, their attack was anemic. They kept their armies on their territory.

The AI scouts were all over and their armies were quite active. They certainly knew where the barbs and best spots were.

One would guess they were preparing for an invasion with such large defensive armies?

It certainly made the game much less challenging at the end.

By turn 110 they were scattering settlers about without accompaniment. I was at war with 2 english cities. Instead of soldiers they were sending settlers at me.

Every new city I started was accompanied with denunciations of settling near their distant single city.
 
I'm pleased to report that in 150.2 the AI appears to be settling normally again thanks to the AI starting units! I've played to turn 85 and every civ but Korea has a second city (checked via InGame Editor) and Korea is currently building a settler.:)

I drew Askia as my civ, so I wasn't driving for wonders very hard, but I think there's slightly more competition than my previous game: SoZ - 44, ToA - 47, Mids - 57 (me - you guys have convinced me it's worth going for:D), GL - 63, Ora - 82, and I'm about to finish HG. Still a bit slow for many early wonders, but looking up.

Germany and China both had "covet" modifiers from the moment I met them, and I got the settle message only after planting cities (from Wu after my second city, who was closest, and Gandhi after my third, who was a bit farther away).
 
One run through to turn 105 with Japan.
The settler spam is back!
All 10 civs in emperor had multiple cities. With my scouts, I observed that the settlers were emerging in the first 10 turns.
Playing on emperor, I still built 70% of the wonders, so wonder if this aspect can be buffed.

I'm fiddling with handicaps to add challenge.
Does anyone know what the world in the lines below means?
AITrainPercent>
<AIWorldTrainPercent>
<AIConstructPercent>
<AIWorldConstructPercent
 
I tried adjusting the <AIWorldConstructPercent> to 50 in my last game, but looking at the AI cities with IGE didn't reveal any change in wonder production aside from the <AIProductionPercentPerEra> modifier.

Edit - I just realized that I had erroneously changed the <AIWorldCreatePercent>. I'll try the other to see if it works.

Edit 2 - Yes, <AIWorldConstructPercent> works!
 
Playing with 150.2, AI cities seem fine. GW building has actually been competitive, especially given my tech and hammer edge. I did notice is that the AI was low on gold reserves (and sometimes gpt) early in the game. It may have been the preponderance of warring civs, however.

What I've noticed most in my last two games (wide science) is that I have enough hammers to sometimes have nothing worthwhile to build.
 
Does anyone know what the world in the lines below means?
<AITrainPercent>
<AIWorldTrainPercent>
<AIConstructPercent>
<AIWorldConstructPercent

  • :c5production: cost for units.
  • unknown
  • :c5production: cost for buildings.
  • unknown
 
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