A New Dawn Beta Builds

Just a pure speculation here...

I think that Ruthless AI mess up AI's skill at expanded into ever more Neutral Territory. To be clear, I'm not asking AI to expand over its economic limit NOR into neutral territory that is not right beside that civ, OK :). What I'm talking about is that AIs in Ruthless AI seem to prefer warfare overmuch, even when they still have neutral territory right there nearby, nothing in their way at all. Only after AIs expand as much as they can, and there is need for a conquest then should they go ahead and plan for warfare.

Remember, Afforess, I'm just speculating because I have absolutely no idea how you coded Ruthless AI. I'm posting this because this time I have my Flexible Difficulty maxed at Prince and I'm very close to Medieval Era now and I have 8 well-developing cities while the next best AI had just 3! One of civ in the list had 4 cities but it seemed that another civ captured one of them. So in this game, I have this exploitative strategy: let AIs bash each other up and stay militarily and (long-term) economically weak before I run out of nearby neutral territory, then I will conquer the entire continent I'm on :).

By the way, in the last game, it was only when AI reached mid-Renaissance that they finally increased in city numbers.

So in summary, even in Ruthless AI game option, AIs should expand into nearby neutral territory before considering warfare. Exceptions should only be for resource necessity and military might. Again, I emphasize that it is just speculation and please correct me if I'm wrong here please.

You may be right. Also, Better AI made further adjustments to the AI's target-finding; so my Ruthless AI in that area may be unnecessary. I've removed some of the code, and hopefully I should see better AI strategies.

An observation regarding Normal Barbs, ever since Raging Barb and or Ruthless AI was implemented the barbs on normal/regular have become more aggressive than the regular CIVs. I know they (the barbs) were pumped up some.

Staring around 4000BC up to 500bc they will come in single, doubles, and stacks as high as 7 units. They come almost every turn. To the extent that if I don't place units over strategic resources and worked tiles I'm generally bottled up in my cities. And most of my early efforts are directed at unit production, not city development as I would like to. I must keep 3-4 units in every city I found or be overrun. I have lost cities to barbs that were newly founded and only had 1 -2 units to protect while I am building more to send out.

By 2500BC I have the strongest army Because of the constant warfare with the barbs. In the last 5 beta versions I have only attacked one CIV AI or been attacked by a single CIV AI because of the constant Barb battles.

In WB I see barbs all over the map but specifically there is a greater concentration around me than any of the AI Civs. I do see Barbs around other AI some have more than others and that could be lucky placement more than anything else.

I have come across city ruins while eXploring. But I don't know if the ruin was a barb city or AI city. Although I have noticed that when the lead city building AI's reach 4 cities they sometime fall back to 3. I've been told not to over expand. But when the AI has 4 cities to my 2 I'm Not over expanding. And it usually takes me all the BC time frame to catch up to the leading AI CIV in city numbers. And that is generally because by the last few centuries of BC time I'm absorbing the Barb Cities that plaqued me for so long. I can't afford to take the time to build settlers even though the games pop advisor keeps telling me I should build a settler to expand. I wish I could.

I can't because I Must concentrate on units 1st, commerce buildings 2nd and health and happiness whenever I Must. In conjunction with this my WW's and National projects are less inclined to be built unless I designate 1 city (usually my Capitol) to build the Necessary WWs and Nats to keep pace with the AI. I rarely get the Great Wall ant more. I get Oracle about 50% of the time and Petra about 33% of the time.

All of this stems from the constant warfare with the Normal Barbs.

Was or is this a carryover from Ruthless AI and/or the buffing up of raging barbs?

All this is played out w/o REV, Or Ruthless, Or any Barb Mod added in.

JosEPh

The barbarians appear to be stronger because of the Better AI mod. They've made the barbarians work together in stacks, and not just act like XP fodder. I haven't made any adjustments to the way barbarians work, ever, in my modding career.

Revision 241: With Realistic Culture Spread, cities border expanded after one turn from start. Culture of the city is 1/180 but border expanded. It's very weird to see.

Strange, I'm looking into it.

I think Afforess is making changes in the alphas very quickly and those are being discussed here as well as the betas, so some people will have the updated improvements that were talked about earlier, and some will still have the "old" beta version.

100% correct.
 
Revision 241: With Realistic Culture Spread, cities border expanded after one turn from start. Culture of the city is 1/180 but border expanded. It's very weird to see.

I can't seem to reproduce that. Can you? If so, can I get a save from a turn before; or detailed instructions on how to reproduce it?
 
You may be right. Also, Better AI made further adjustments to the AI's target-finding; so my Ruthless AI in that area may be unnecessary. I've removed some of the code, and hopefully I should see better AI strategies.
I have noticed this too.

Do you have an eta on a version with the improvement changes?

Is there a way to make terrain damage not take affect in your own territory?

Was the unit XP threshold changed?
 
AI has been founding guilds, but I can't even build the crafts/servants/victuallers guild halls. I researched machinery, civil service, ag tools, and guilds, even tried using guilds civic, still can't build them.
 
AI has been founding guilds, but I can't even build the crafts/servants/victuallers guild halls. I researched machinery, civil service, ag tools, and guilds, even tried using guilds civic, still can't build them.

Are you playing with Realistic Corporations? If so, Corporation Spread is based on a couple factors; there's a thread (and civilopedia article) on it.
 
The barbarians appear to be stronger because of the Better AI mod. They've made the barbarians work together in stacks, and not just act like XP fodder. I haven't made any adjustments to the way barbarians work, ever, in my modding career.

Thanks for the reply. The Better AI team has the Barbs Buffed up considerably.

JosEPh
 
Are you playing with Realistic Corporations? If so, Corporation Spread is based on a couple factors; there's a thread (and civilopedia article) on it.
Yeah that's why, I didn't realize it also affected the big three guild halls. I like the idea of corporations spreading on their own, but would also like to found them like wonders instead of dice rolls, a little of both if possible.
 
Finally got AND installed. Beta9 minor annoyance - I don't mind units on patrol going outside my boarders to get experiance but I do mind them staying outside to heal, when they could have moved back into my borders and heal faster. It is the extra cost of supporting the unit outside the boarder which is the killer ;).
 
Are there screenshots of the various UI color options? It looks like if you install using one of those options, the only way to change it is to re-install...
 
Thank you to everyone who beta tested in 1.74; I hope you all enjoy the official release!
 
I can't seem to reproduce that. Can you? If so, can I get a save from a turn before; or detailed instructions on how to reproduce it?
It was with Eternity. The possible reason of the problem is that New culture levels introduced by Realistic Culture Spread option isn't applied to Eternity.
I manually modified Afforess_CIV4CultureLevelInfo.xml and now it is solved. :)
 
This is a pretty big bug, but no one else is reporting the exact same problem, which makes me think I'm doing something wrong on my end. I'm running Beta9.

I can't found guilds/corporations. I can build the three master guild halls (Servant/Craft/Victualizer), but I can never build the specific guild HQs. I have all of the requisite resources (I made a special testing map with ALL of the resources to make this easy), I built the required number of supporting buildings, and I have the appropriate master guildhalls, but the buttons for the guilds are still grayed out. There isn't any more red text, and there's no indication why I can't build them. I even get the same problem when I try to use a great person to do the founding.

The problem isn't just limited to new guilds/corporations. I can't even found the original seven!

Even weirder, if I use the world builder to manually create a guild hall, I can't train executives. It's not that the buttons are grayed out, it's that they aren't even there.

Before someone asks, I am not playing with Realistic Corporations. I even tried turning RC on, thinking that the toggle logic might have gotten reversed, but no such luck.

Can anyone else found corporations? How did you do it?
 
In revision 247 there's a XML error saying:

GAMESPEED_ETERNITY 0 in Info class was incorrect. Current XML file is xml\GameInfo/CIV4CultureLevelInfo.xml

and there's a TXT_KEY_GAMESPEED_SNAIL2 in the speed dropdown between Eternity and Marathon
 
This is a pretty big bug, but no one else is reporting the exact same problem, which makes me think I'm doing something wrong on my end. I'm running Beta9.

I can't found guilds/corporations. I can build the three master guild halls (Servant/Craft/Victualizer), but I can never build the specific guild HQs. I have all of the requisite resources (I made a special testing map with ALL of the resources to make this easy), I built the required number of supporting buildings, and I have the appropriate master guildhalls, but the buttons for the guilds are still grayed out. There isn't any more red text, and there's no indication why I can't build them. I even get the same problem when I try to use a great person to do the founding.

The problem isn't just limited to new guilds/corporations. I can't even found the original seven!

Even weirder, if I use the world builder to manually create a guild hall, I can't train executives. It's not that the buttons are grayed out, it's that they aren't even there.

Before someone asks, I am not playing with Realistic Corporations. I even tried turning RC on, thinking that the toggle logic might have gotten reversed, but no such luck.

Can anyone else found corporations? How did you do it?

Not a bug - a feature and working as intended. You are playing with Realistic Corporations, read the thread on it.
 
Thank You for the New Version. :respect:

JosEPh :)
 
Not a bug - a feature and working as intended. You are playing with Realistic Corporations, read the thread on it.

Realistic Corporations is definitely off. I doubled checked. When I play with it on, I don't get the icons at all, grayed out or otherwise.
 
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