A New Dawn Beta Builds

I tend to go after civic choices, sometimes at the cost of growth or production (So Meditation, Democracy, Code of Laws, Philosophy, etc.). I'll almost always take time to research food or production techs (Crop rotation). Later I will B-line up to Navigation (for the colonist upgrade), and Economics (for the civic so I can hurry production), then I'll go after Liberalism for the free tech and Liberal civic, and then Railroad.


From watching which techs the AI researches (via espionage), they all do tend to research pretty similar things in a pretty similar order (I would expect an expansion AI to grab navigation instead of gunpowder). But what I do notice is that it seems it frequently takes more turns for them to get techs than me...which makes me think that they're not putting as much emphasis on science.

EDIT: Also, this issue continues into the modern age. So I don't know if the issue is the "order" in which they research the techs, but the overall weighting of tech vs. money vs. production. Maybe they're undervaluing science-producing buildings to build military buildings?
 
I've modfied the eternity mode in Civ4gamespeedinfo.xml the way that it has almost all values from the snail mode but the research takes much longer. The AI seems again to have big problems with long research times (it had this problems without any modifications as well). I have to give them tons of technologies for free to make them keep up with me somehow. But even with free techs they seem to to bother to build any science buildings, instead they build tons of spearman. On the other hand, as I have played the normal snail mode, the AI seemed to work very well. I don't know if this is a bug or on purpose, but I though it might be helpfull to report that.
 
I changed my mind, and released Beta6. We are still on the eve of an official release, but I'm waiting on others to tie up loose ends.

Beta 6 Changes:
  • Overgrown feature disabled
  • Fixed Drama Tech
  • Fixed Orchard Bug
  • Added New Popup for 1st time players
  • Improved Hover Information for Free Promotions
  • Updated Meteorology Modmod
  • Added 200 New Great People Names
  • Added Sabatoge Research mission for spies in Advanced Espionage
  • Added New Random Events
  • Fixed Terrain Damage, Religion spread options
  • Encouraged the AI to build more science building when falling behind technologically
  • Actual Effects no longer shows commerce, instead it shows the commerce breakdowns
  • Added and Updated Mapscrips
  • Improved Unit Automations

One important thing I would like to have feedback on: How is that AI doing keeping up technologically? Are they still falling too far behind?

Enjoy!
 
One important thing I would like to have feedback on: How is that AI doing keeping up technologically? Are they still falling too far behind?


They tend to get all early religions very, very fast. I tested on deity as Inca a Earth Map 28 civ game and since I started with Ritualism teched first to Mysticism (on snail takes 50 turns) then I chose Polytheism (82 turns) when I still had 40 turns left to Polytheism, it was founded. I am pretty sure the AI had not found it in a hut as a few turns later Kemetism was founded as well. In previous games even Zorastrism and Judaism came shortly after the other two. I have no real chance to get any early religion on deity anymore, even if other civs start like me with settler + warrior.

So what I did to solve this problem was to tech to Priesthood, built the Oracle for a Dualism slingshot and founded Zoroastrism this time... ;-)
 
I'm in Medieval Era of Revision 206. It is going great for me. But here you have Beta6 out and I saw this morning that the latest revision is 208.

So my question: Do you recommend I drop my current game and go on to play Beta6 because it is more cool or just stay on playing because mostly they are similar?
Thanks :D!
 
Sorry for dbl post but is a separate topic...

You asked about technological smartness of AI? Well, they are very technologically advanced but at the cost of their number of cities and possibly units as well. I will report back later when I finally go to war and see if it is pushover for me to take over their empire or not.
 
One important thing I would like to have feedback on: How is that AI doing keeping up technologically? Are they still falling too far behind?
since this is still a beta i suggest you use a debug log file to record all changes AI makes to the tax rate. it would also be a good source of help if you log several interesting characteristic values for AI and player civs so we get precise data for analysis to find all things that go wrong. such interesting values are primary city count, sum of total city size (to compare growth rates), total :hammers:,:commerce:,:food:,:gold:,:science:, :culture: yields, gold expenses for military & cities. these values can be easily obtained i think.

i suspect that all AIs will have similar characteristics while those of players will strongly differ.
 
I'm in Medieval Era of Revision 206. It is going great for me. But here you have Beta6 out and I saw this morning that the latest revision is 208.

So my question: Do you recommend I drop my current game and go on to play Beta6 because it is more cool or just stay on playing because mostly they are similar?
Thanks :D!

206 and 208 are save compatible.

Sorry for dbl post but is a separate topic...

You asked about technological smartness of AI? Well, they are very technologically advanced but at the cost of their number of cities and possibly units as well. I will report back later when I finally go to war and see if it is pushover for me to take over their empire or not.

Really? Perhaps I encouraged it too much then.

since this is still a beta i suggest you use a debug log file to record all changes AI makes to the tax rate. it would also be a good source of help if you log several interesting characteristic values for AI and player civs so we get precise data for analysis to find all things that go wrong. such interesting values are primary city count, sum of total city size (to compare growth rates), total :hammers:,:commerce:,:food:,:gold:,:science:, :culture: yields, gold expenses for military & cities. these values can be easily obtained i think.

i suspect that all AIs will have similar characteristics while those of players will strongly differ.

I didn't alter AI commerce spending a ton (all I really did was discourage using the espionage slider unless the AI had gold to spare. Previously, the AI would be at 20% Espionage, while lowering it's research to earn gold.)

What I found was that cities never (or rarely) tried to build science buildings, which may be the root cause of the lack of AI teching ability. Early game, they do fine, but once infrastructure becomes important, they neglected it. Anyway, in Beta6 there is a global define that turns on a lot of XML logging, including AI logging. Feel free to enable it and see what you think.
 
i don't have much time to spend on playing Civ :(. i barely find the time for the forum now. but you can give me your AI logs for analysis (i love analysing) i will look through them. however i also need player logging for comparison. maybe i start an own game soon... but civ really takes time.
 
Granpa Thanks You for the beta! :D

(I need the snoopy dancing smilie here) :lol:

JosEPh:)
 
Yes I also get a crash at the end of a turn it just freeze I can click on objects but the turn don`t end.
 
Upload the save and your A New Dawn.log (located in your Rise of Mankind folder) and I'll debug it.
 
The religion symbols still don't show up on the map (the small symbol above the city). Is that an option I can swich on or is it a bug?
 
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