- 0 gold for trade
With 18 civs, the typical thing is to see 10 civs with 0 gold, 5 with very small amounts and two with decent amounts.
This means I'll get raped even more on many tech deals, as the AI won't be able to add some gold to even the already biaised trade. Of course 100 gold traded can equal 200 research beakers, so this translates into another malus put on the human, not because of game/difficulty settings, but because of how the AI manage their economy.
-> Question is : Does the inability to add gold in trades hurt some AIs too between themselves, as without cash, they very well may miss many deals?
Actually, there was a bug I tracked down that was causing AIs to run 90% all the time (or think they were, even when it was later getting chopped lower because they were out of money).
This bug should be fixed in the 11/22 build, which should give the AIs more cash. There was an intentional change to will keep a bigger reserve which they will not trade, which 'hid' this other bug.
AIs will no longer run at 90% research virtually all the time, they go back to trying to keep their target gold amount, they are just willing to dip into that amount if the current tech can be finished before spending more than 2/3rds of their reserves.
The latest patch also has some big improvements on when the AIs decide to build financial buildings, so they should be much less likely to get into cash trouble. (In one game, I had 6 of 7 AIs all in financial trouble).
Are there any plans for more big changes to the AI??? The great changes so far make me hope for more.
There are still some changes coming. This is really a work in progress.
Every release so far has been what is classified as 'bleeding edge', or in software development parlance, alpha builds. Sometime somewhat soon, we will do a feature cutoff and release a beta, which will be beta 1.0. From that point, we will do only bugfixes on that line, while continuing development on the main line. Once all the bugs seem out, (or if none are reported for a couple weeks), we will call that release version 1.0. Any further fixes in that line will be 1.01, etc.
The next version with real features will be 1.1, and so on.
Versioned releases, with a version number, will be posted here on civ fanatics, and will get their own branch in the svn source code. The bleeding edge versions will always be built off the absolute latest, and will be available for download from sourceforge, and do not get a version number, only a date.
Hopefully this clears things up a bit.
-Iustus