A New Dawn Beta Builds

I can understand that but they were both only cautious since I hadnt research writing to be able to have open borders or embassies. So I guess to avoid it they have to be annoyed with me before I declare on them.
That's nice having it the game but the "you are treacherous" should only apply if you attack civs that are pleased or are friendly to you.

Hmm, really? If you declare war on a friend with Ruthless AI, the friend should have a "-4, You Betrayed Us" modifier on them. Then, all other AI's you have met will get a "-1 you are treacherous" because you betrayed a friend. So, the question is who did you declare war on, and what was your previous relationship?
 
The Pyramids are a test (they are only included in a alpha version). one think they test is the someone-else-has-finished-WW-so-production-is-converted-to-a-national-version system - that's why there are national pyramids. the other thing was that i've changed the irrigation canals into river regulation and that people liked a food bonus much more then a commerce one. i think that cancelling the food bonus in any way will form a broad opposition so i'll stay with that (even if it's not not strictly logic for pyramids). but as it seems the cornhouse tunred to be a OP. so i'll make the pyramids a prerequisite for the cornhouse instead thus only the owner of the WW can build them as a replacement for granaries.

i have solved the problem with some buildings requiring the granary yesterday.
 
Are you sure that isn't because you built the School of Scribes, or some later building in the upgrade path?


Oh, didn't realize that it was so quickly replaced...I think I could build school of scribe already, so I guess that's the reason. Thanks for the quick answer!

The AI seems to be decent right now in terms of researching techs. They seem slightly too weak militarily though ...two of my neighbors had their cities sacked by barbarian within the first 100 turns on epic with raging barbarian, given that the AIs have archers defending the cities, it seems at least some cities are defended by only one archer...could be a problem when 4 barbarians archers attack in the same turn.
 
They seem slightly too weak militarily though ...two of my neighbors had their cities sacked by barbarian within the first 100 turns on epic with raging barbarian, given that the AIs have archers defending the cities, it seems at least some cities are defended by only one archer...could be a problem when 4 barbarians archers attack in the same turn.

I'll make sure to address that.
 
The AI seems to be decent right now in terms of researching techs. They seem slightly too weak militarily though ...two of my neighbors had their cities sacked by barbarian within the first 100 turns on epic with raging barbarian, given that the AIs have archers defending the cities, it seems at least some cities are defended by only one archer...could be a problem when 4 barbarians archers attack in the same turn.
I'll make sure to address that.
make the barbarians less harmful but do not encourage the AI to build more military.
 
make the barbarians less harmful but do not encourage the AI to build more military.

What I did was check to see if the raging barbarian or barbarian world game options were enabled. Then, I checked to see if the game was still spawning animals, or if it had advanced to units. If the game was spawning units, I ensured that the AI would have a minimum of 2 defenders each. This shouldn't hurt the AI since humans will need to have extra defenders as well. Anyway, the AI only worries about defenders if it is in danger, so the effect of this should be minimal.
 
EDIT:


Found out it is something in Aaranda's folder that is causing these error:confused::blush:

EDIT EDIT: Found out it needs the new CIV4GameInfoSchema in all of his RELIGIOUS folders. (Info for Dancing H)

Plus cloud tech is gone (Hydro)
 
I would guess you modified the Handicap file or it's schema, since everyone else seems to have installed it fine.
 
What I did was check to see if the raging barbarian or barbarian world game options were enabled. Then, I checked to see if the game was still spawning animals, or if it had advanced to units. If the game was spawning units, I ensured that the AI would have a minimum of 2 defenders each. This shouldn't hurt the AI since humans will need to have extra defenders as well. Anyway, the AI only worries about defenders if it is in danger, so the effect of this should be minimal.
does that mean that AI is able to relocate city defenders from safe cities to a threatened one? this is a very good step if the AI can copy this player strategy. it allows to reduce military and concentrate on the economy.
 
does that mean that AI is able to relocate city defenders from safe cities to a threatened one? this is a very good step if the AI can copy this player strategy. it allows to reduce military and concentrate on the economy.

Yes, units will check to see if they are still needed to defend the city, and if not, head to a city that does need defenders. ;)
 
Revision 211, After your civ has been destroyed, and took control over an AI's civilization, load a save which before your civ has been destroyed will make the game turn freeze. ( always hints "wait for other players" )
 
Now that you have to have a resource in a city's radius to get buildings we used to get Empire wide is also a big adjustment to take. I finally got to build Jewelry in my 1 city that has Obsidian, but can't anywhere else. That bites the economy in the butt! I'm building anything and everything that produces even a partial gold and can only keep my research slider at 80%. If I had been able to build cities at the rate I normally do (barbs are keeping me in check) I would be running at 40% 0r less. That's how it was with Beta 5 games I played.
why do you think of further expansion when your science rate is already down to 80%? wait until you get techs that unlock some better economy buildings and your cities have grown a bit while you built up their economy. if you keep expanding you will just slow down the rate at which you discover new techs and cripple your economy even further because your cities will lack the more advanced buildings that come from researching. overexpansion is deadly.

(as far as i'm noticed the AI understands that now but only with revolution option on because only it pays attention to the science/tax rate to prevent 'financial problems')
 
I am playing again eternity with downgraded production costs and upgraded research costs. The AI is much better now, though in my case only 2 nations researched religions (kemetism and the Zoro-thingy) I've managed to research Hinduism even though I didn't start with ritualism. I have a scientific leader though. I am now in 2300 BC and Judaism still hasn't been researched by anybody. Instead the Ai seems to rush their military research. And I am the most advanced nation again. I can't the second nation on the lust is unknown to me. Though I must admit that I started on a big Island without foes. So didn't need to produce a big army in the beginnen, so I was able to concentrate on science.

Edit: There is a "bug". I've built the pyramids quite late in the game. They have replaced all of my granaties with cornhouses even though the granarys are the better building. Plus i think that this "free cornhouse in every city" bonus is overpowered. And I would remove the national wonder Pyramids.
 
Yeah, these changes are part of the reason why I haven't done an official release yet. I'm probably going to roll these back to the old way they were.

Looking at REV212: Looks like you just made it so the Pyramids count as an irrigation canal in every city and reduced the health penalty. I think that's at least more balanced. The issue I had was that ROM irrigation canals provide +1 food; so Pyramids gives you +1 :food: in all cities. Killtech thought it was OP'd, and changed the +1 :food: to +1 :commerce: (and +1 :yuck:).

It just seems like a pretty huge nerf to Pyramids to make it so instead of +1 :food: in all cities, you instead get +1 :yuck: and +1 :commerce:

So I think that's why Killtech was adding in the other buildings (cornhouse, etc.) was he was trying to address the nerf to Pyramids (and satisfy my complaints--I'll own it :D )

Recommendation: Re-add the original ROM irrigation canals (Maybe call them Nile_Canals) with the original ROM bonus and make them only buildable with the Pyramids, and so they upgrade to Levee. That way players can choose in their cities if they want to give up the extra +1 :food: for +1 :hammers: and +1 :commerce: later in the game (as an upgrade)
 
Plus that darn Options Shortcut Reminder, is still checked?

Afforess -- I frequently play advanced start, and I LOVE (!!) the big reminder that came up 10 turns in reminding people to check the ROM options (and that you got rid of the shortcut).

One additional thought -- I didn't see it this time, but while the buttons give you a quick jump into ROM options, maybe a reminder, "The options can be accessed anytime using CTR+SHIFT+O" or something like that..
 
BuildingUpgrade issue: on faster games, you'll upgrade Elder Council to School of Scribes meaning you can't build Moon Observatory.

Recommend: Making the prereq for Moon observatory ANY combination of 4 elder councils OR School of Scribes
 
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