Advanced Civ

Praise be! Can't wait to try this out. Kudos for fixing that tedious bubble issue.

I meant to send you a save of a game where it hard-crashes reproducibly on the next turn; for debugging - if you are interested, please PM me so I know how to go about it.

Also, in 1.05 I frequently get non-crash-inducing error messages about AIs' favorite civics in the last third of the game. Could also provide a save for these.

Lastly, could you possibly change which unit in a stack gets selected when you click on the stack after moving a unit there? As it stands, it selects the one you just moved, but should be selecting any one BUT that one. (Sorry for the convoluted description, hope you know what I mean).

I really can't thank you enough for your tireless efforts in improving this game. Been playing a lot of games on my usual (18 civ huge totestra monarch no tech trading) settings and it's how I always wanted for CIV to play.

Vielen Dank!
 
Lastly, could you possibly change which unit in a stack gets selected when you click on the stack after moving a unit there? As it stands, it selects the one you just moved, but should be selecting any one BUT that one. (Sorry for the convoluted description, hope you know what I mean).
This choice seems to be made by the EXE; I think it'll select what the code refers to as the "center" unit, that is, the unit whose 3D model is shown on the map. Or rather, that unit plus any units in its group. This would make sense to me – what you see is what you get (when you click). I'll see if I can tweak the choice of the center unit (which is made by the DLL) to give units that have spent all moves a lower priority.
I meant to send you a save of a game where it hard-crashes reproducibly on the next turn; for debugging - if you are interested, please PM me so I know how to go about it.
Please feel free to send me any savegames that give you any (minor or major) reproducible error. Either by attaching them to a private conversation or here in the thread. And I may need some hint about how to provoke the error; "crashes when ending the turn" is fine.
I'm replying here just in case that someone else is unsure whether and how to report a bug.
I really can't thank you enough for your tireless efforts in improving this game. Been playing a lot of games on my usual (18 civ huge totestra monarch no tech trading) settings and it's how I always wanted for CIV to play.
Thanks for your continuing feedback. Wish I could've shrunk those resource balloons when more people were still playing, but, well, I guess it took that long to figure it out. :D
 
I just want to say, that I using your latest beta version, and changes to UI, and especially smaller resources bubbles are awesome. I wait for about fifteen years to someone change that in Civ 4. :lol: I'm using 1920x1080 resolution and everything works fine.
 
hey hey,

im finally playing some (doto..)

heres an odd situation:

i attacked pacal and took a city from him.
then turn after i offered him peace, automatically he gave me a crazy offer back:


**************************
edit
one more thing,
after being cremated by the ai, which wiped my 7 cities in a rush of 15 turns...
i got defeated, but upon defat it did not end the game - it just hangs on waiting for other civs.
i think it should take me to the scores replay.
its probably not a doto code.
i got a save and all.


edit2
well i tried to debug,
from what i can see,
the loops in cvgame - wont even start looping"
for (PlayerIter<HUMAN> itPlayer; itPlayer.hasNext(); ++itPlayer)
seems it cant find a human??

this finishes without doing anything , same as the sequence after it.
showEndGameSequence();
 

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i added my save game, once turn before,
it uses my released doto version 110.

EDIT

i replaced your loop with the old
for (int iI = 0; iI < MAX_CIV_PLAYERS; iI++)
{
if (GET_PLAYER((PlayerTypes)iI).isHuman())
and the end game pop up and everything worked.

so ,
something is wring with the playeriter<HUMAN>
i looked at the agentiteratortest,
this loop and many others are commented out , not sure if that is relevant...
 

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Thanks for debugging the problem. I broke that in v1.0 (specifically in this commit - edit: broken link fixed). Only the loops in CvGame::setGameState and showEndGameSequence are problematic. The HUMAN predicate excludes defeated civs – on purpose, because there's almost never a reason to distinguish defeated human civs from defeated AI civs. I should've used the EVER_ALIVE predicate for those two loops and an isHuman check in the body (or should've just left them alone).

The peace offer – I don't know if that's crazy. The payment is based on the economic power of the AI civ, and Pacal seems to have twice as much score as you do. You've almost finished researching Paper, Aesthetics is way old, so you mainly get Engineering. Don't know what the military situation is. Couldn't hurt to take a look at the UWAI log. I don't want to set that up for your latest DotO version right now; could take a while until I get around to that. If you want to check, you could inspect what happens in UWAI::Team::endWarVal in the debugger.
 
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I broke that in v1.0

huh cool, i actually compared the code to several older versions, then i got to 099 and used the code there :)

as always, glad to assist.

I don't know if that's crazy.
perhaps your right.

I don't want to set that up for your latest DotO version right now
no worries.
i just thought of reporting this to you.

as for military strength,
i think we were close, with him on the advantage.
maybe there was some logic to buy the peace so i wont take another isolated city of pacal.

ill play around with the logs as suggested.

thanks mate :)
 
I found Advciv in the Spring of 2020. Before that I played a bit around with Better AI and K-Mod, and I was very excited to see the lineage of vanilla flavored AI mods continue. I have never looked back since: Advciv was and is the mod I've always dreamed of. By now I believe I have played around 10 Marathon games. I play Huge Marathon exclusively, and fluctuate between no tech trading and (full) tech trading, though mostly the latter. I usually play Fractal maps.

When I first wrote this message, this paragraph, originally detailing my experience with the mod, quickly spiraled out of control and got way too long. Maybe it's a bit dubious to cut out some of the praise, but do know that I can give plenty. Even so, I want to reiterate what I said: This mod is what I always dreamed of in Civ. Over the years I have read through the entire manual, and also the roadmap where you lay out ideas for the future, but I understand that you have been meaning to cease development for some time now. Based on what I've read, I think I can safely say that your design philosophy and vision of the game is very closely aligned to my own. I've had many memorable games, and I am looking forward to having more. Thank you so much!

At last, I have a bug to report. Specifically, a crash. When a player's voluntary vassal cancels the agreement, I experience a crash 100% of the time. Note that I play on Linux -- and it doesn't seem to happen on Windows. I have even used my Windows laptop for this purpose, to skip the problematic turn when the game crashes. It is also worth to mention that using AI auto-play one turn via Ctrl + Shift + X also prevents the game from crashing, even on Linux. It's a workable albeit annoying workaround, as the AI changes production in most cities in its one turn of being in power. I'm sure I can provide a save game if it will be useful, but as stated, it happens every time and is not a save specific issue. I am using the term "bug" a bit loosely here, as this could be something that happens not through the fault of the mod. In any case, I thought it best to let you know!
 
When I first wrote this message, this paragraph, originally detailing my experience with the mod, quickly spiraled out of control and got way too long.
That would've been fair enough given that you've exposed yourself to that much of my prose - which I do feel a little bad about. Still, thanks for your kind post. I'll try to reproduce that bug; I've some hope that it's an out-of-bounds access somewhere that'll cause a failed assertion even when it doesn't crash.
 
Hi f1pro,
I've to report a crash using the last version of AdvCiv. The crash always occurs when you press the end-turn button in the included save file.
I hope this can help to fix a bug.
Thanks.
 

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Since the release of 1.06, I've begun four and finished two games on my usual settings (see signature below). I can report that many of the "favorite.civ.detection" bugs on "begin.active.player" seem to have been squashed. I've encountered maybe half a dozen per game. Also, I've had no hard crashes.

I LOVE all the interface changes! Can't believe we've had to wait 18 (?) years to see smaller ressource bubbles and progress bars / buttons spaced and sized to make use of high-res-screens. HUGE improvement. Same goes for the cleaned up city view. f1pro deserves an equestrain statue erected in his honor just for this.

On the barb side, I think the settings are tough but playable. The AI certainly suffers from them as much as the player does. In every game, I've had two or more "failed states" due to early barb invasions. These are Civs that have had one of their cities taken (often from galleys) and stay on the back foot for many centuries thereafter. I think this is fun, but barbs sure make for a more swingy game. If you lose one city to them, it can be a major setback and they are really hard to dislodge once they build walls or connect a strategic resource. But again, I like it like this.

If you were to make barbs a little easier, you might want to consider turning off barb galleys spawning a new crew in the FOW and only allowing them to be crewed in barb cities. Also, you might want to have a lower chance for spawning axes and swords until later in the game. I really do like the effect of terrain on barb spawning: They hardly ever appear in deserts, which is a huge improvement over the original, especially if you play totestra with its huge deserts. Also like the changes to animal aggressiveness btw - perfectly balanced, imo.

I find diplomacy (-modifiers) still a bit meh - you get a plus here, a minus there, but they mostly oscillate around cautious +/- 1 for most of the game, except if you share/don't share a religion, raze or liberate cities or find yourself at war together or with one another. I don't have a good idea for how to fix this without making the AI too gameable, but things like open borders and trade should maybe matter more. I like that AIs eventually stop holding grudges about wars long ago but I wish it was easier to make lasting friends. I hardly ever get anyone to pleased, but maybe I just don't understand the system enough though. Also, I once got a "joint military" struggle bonus from an AI I had just met, when the only opposition I had fought were barbs. Bug or feature?

A bug that persists is the AI sometimes offering you gifts of gold per turn, apropos nothing. Also, they sometimes ask for a ressource at price X, but then refuse their own deal after you click "negotiate".

A while back, I commented that the AI seemed too peaceful - that surely was not the case in the two games I finshed, where about half the AIs were eliminated. In my last game, I had a strong tech lead by the late middle ages and thought I was on course for an early space race win, when six (!) other AIs dogpiled me. Spent a couple of centuries fending them off; one of the most intense and fun games I've ever played. Space race win in 1917, incidentally. :)

On pacifying conquered cities: I really like the changes, as they slow down attackers - but the Ai seems a bit inept at keeping their conquered cities garrisoned. Maybe this is a choice - they deem it more important to keep the advance going, but I've noticed that in some games, some AIs just keep getting revolts and even losing cities due to them. This is probably hard to fix, as the trade-off between conquering more and being able to chew what you bit off is hard to model ... and yet, it's a mjor weakness fo the AI. Also, I've noticed that unrest potential often goes UP a few turns after you have taken and garrisoned a city sufficiently to keep it quiet, before declining more steeply later on. Why is this? The effect is that you constantly have to check conquered cities for changes and add or later remove units, which is a bit of a micromanagement headache. Maybe a more linear or predictable fluctuation or degression would help.

Didn't notice any effect of the tech cost changes, but this may be due to my settings and is probably a good thing. Maybe the modern+ age techs couldn't use some tweaking - the space race techs, frex - but everything up to then feels fine to me. Don't fix it if it ain't broken.

I've taken constant notes of bugs, inconveniences and things I would like to see fixed. To make it perfectly clear - this is everything I wouid ever wish for from Santa for every Christmas ever. I'm in no way expecting that f1pro, hallowed be his name, implement any of these, they are just suggestions. The game is GREAT as is, best civ ever.

So here's the nitpicks:

1. Game Options Menu is getting rather long
- could remove some options like "aggressive AI (legacy)" or possibly "advanced starts" (does anybody play this?)
- could turn the following into radio buttons
> Barbarians: none - standard - raging
> War/ Peace: always war - standard - always peace
> tech trading: on - no brokering - no trading/off
- maybe worker stealing could also be a setting option: capture - 50/50 - kill (I prefer kill, but can live with 50/50 - stealing is an exploit, imo)

Also - and I don't know if this a totestra thing - it would be nice if the menu remembered my pervious choices. I always play standard huge maps but keep having to re-select two additional AI civs (for 18 instead of the recommended 16) plus "allow pangeas" and "start anywhere reasonable".

2. Interface / Buttons
I wish all the buttons would stay in the same place, with ineligible options ghosted (or left out until the prerequisite tech unlocks them). As is, the buttons for unit commands and promotions are added or removed, and thus change position. This can be a real pain if you go through a stack and aqccidentally hit the wrong promotion or order.
Also, I think you should not be able to pillage your own seafood. Speaking of which - in some games, i can't seem to remove city ruins, this may be a bug.

3. Scoreboard / Event Scroll
The longer the game goes on for, the more sluggish the interface becomes. I think this has to do with mouse-overs on the scoreboard, because if I turn it off, the game speeds up. This goes away if I then save, end the game, and reload; but eventually returns after some 100 turns. On a related note, I wish the military balance indicator would alwys be displayed on the list, not just on mouse-over.
I wish there was more space for the event scroll - in huge games, you get lots of notifications per turn and I sometimes miss the important ones, like wonders being built, because they scroll by too fast. A longer on-screen scroll would help.

4. City Management
Something has changed here, as cities sometimes make clearly sub-optimal choices (such as working unimproved tiles when specialists or improved tiles are an option). On this subject, I also wish I could prohbit the city from selecting specialists I don't want (such as priests or spies) or being able to de-emphasize food, hammers etc. - maybe left clicking emphasizes, right clicking de-emphasizes ...?
- not sure how hard this is to implement, but what if the city screen showed the city's rank in terms of production, tech etc as compared to the other cities in your empire? The information is available in the city advisor screen, but would be useful in the city screen. As a variant fo this, maybe you could visually show if a city is number one in each category, by adding a glow effect to the respective icon in city view, or some such?
- a production queue switch button (switch item 1 with item 2) would be handy.
- I wish the city would revert to working the tiles it did work after a naval blockade is lifted or enemy units have left a tile. With large empires and during war especially, things like re-setting a city to work water tiles that an enemy ship has passed through or pillaged is a major chore.
- same for reverting to the same tiles after you fiddle with the culture slider and cause unhappiness

5. Trade Routes and blockades
On a related note, it's really tedious if barb blockades cut trade routes and you have to re-negotiate them every other turn. That said, I like the ability for blockades to cut trade routes - but maybe they could be auto-renegotiated for the duration of the trade once the blockade lifts.
I've also noticed that enemy AIs on islands still had trade relations with other AIs even when I blockaded all their ports in the industrial age+ - bug or feature?

6. Pathfinding
Some units such as missionaries and workers sometimes walk into squares adjacent to enemies when instructed to move over longer distances - the only way around this is to move every unit step by step.Could they maybe check and stop before walking tinto threatened squares? Also, fast units like horsemen or tanks sometimes show they will take one path when you issue the order to move and attack, but take a more direct one when actually executing the order. This is really annoying as you may want the unit to first move inside a city before attacking an enemy stack (so they are protected after) only to see them attacking as soon as they are adjacent to the stack (sometimes even across rivers ...) and staying exposed in the open afterwards.

7. Sentries / Naval invasions
Would it be possible to have planes set on sentry (not intercept) to provide something like half their flight range as expanded visibility to the city; or for sentried ships to the same effect as vision range +1? The problem I'd like to see addressed is guarding against naval invasions. Moving ships and planes around manually to fogbust over the ocean is tedious - this would be more convenient without providing a game-changing benefit.
Similarly, I wish the sentried units would "wake up" if they see a large stack coimg into their field of view, even when you are not at war with the civ that moves it. Time and again, I've had an invasion force on my radar but missed it because I ddin't visually check all areas of the map.

8. Wonders & Great Engineers
I like that great engineers don't provide an auto-complete to wonders anymore - but maybe we could have them provide a small, set amount of hammers, like x% of the wonder cost? Also, I think the religious wonders could use a shot in the arm, along with Chichen Itza.

9. AI at War
Overall, i think the AI's tactics in war are greartly improved - one of the reasons I love this mod (and am grateful for Karadoc and those who came before him). That said, I wish the AI was less focused on taking out workers - they will almost always go for them, to the point that baiting them with a worker sacrifice is an exploit. Also, they still don't use their artillery and air power systematically. Often, catapults will be used to attack single units somewhere in the field, which is unwise.

A related point: Maybe it would be better if one had to declare war on the turn before moving units onto enemy territory or attacking units? I know this is a major change, but wouldn't favor either AI or player - and would give the defender more of a chance. Alternatively, attacking in the same turn could give you a "global villain" diplo modifier from all civs who are aware it - much like Japan, after Pearl Harbor. :)

10. Space Race
The space race is still very much a slog, and too intransparent. It might help to have a summary overview of where you and every other AI is in the race- what tech they have, what parts have been built, when everyone is projected to finish (provided the information is available through espionage or having eyes on cities). I'm no expert on that part of the game, but maybe more changes would be in order. I don't really understand how the number of components and engines works out. The idea I think was to balance risk and reward, so that civs who are behind in the race can launch early with a chance of failure - but in true effect, I always build all the parts even when having an extra engine with hindsight turns out to maybe only cut flight time by a turn or two. If the consequences of your choices were more predictable, I think it would make this part fo the game more enjoyable.

Edit: I forgot to add my notes on espionage:

11. Espionage
... adds a whole layer of largely intransparent complexity to the game - to the point that running an espionage economy apparently is a viable option. I used to turn espionage off because I thought this was going too far, but since i like many the basic features - such as having insight into opponents' cities - I've gone back to it.

The problem witth diplomacy on large, 18 civ worlds is that, in the last third of the game, you have hundreds of cities, and spies are a neglible expenditure, so the AI builds plenty of them. Ironically though, the one (imo over-powered) effect of spies I'v never seen the AI make use of is to incite revolt before attacking a city.

Instead, in my last two games, I got at least three, sometimes up to five espionage notices on every turn - either, a spy is caught, gold is stolen or some city has suffered a nuisance effect, like poisoned water, unrest or the destruction of, say, a granary. Also, as the end-game nears, often one or two AIs will focus their entire economy on stealing your tech and sabotaging your spaceship.

These events are neither fun, nor very effective for the AI - but they take up time and there is very little you can do against them. Raising espionage expenditure globally and/or focusing it on AIs that spend big takes a long time to produce a measurable effect; and is a poor investment - you are invariably better off just teching ahead and rebuilding what is destroyed because prevention is much more expensive. Building espionage improvements is very hard to estimate the effects of. In the end, I sent out spies on counter-espionage missions to every other civ every 30 or so turns - by far the most measurable effect, and put a spy in each of my cities (79, in this case) - but these are must-do chores, not interesting game choices..

Some suggestions for a least tempering the effects of espionage:
- raise the production cost of spies
- make spies expire even after succesful completion of a mission
- limit the number of active spies you can have, as with missionaries
- provide notice when counter-espionage effects are about to run out and you need to send a new spy to renew it
- discourage AI from using nuisance missions like poison water and foment unhappiness
and teach it to use incite revolt during war - or remove that option if it cannot use it
- make spaceship parts sabotage proof once built - I'm okay with sabotage during production, but they should be treated like wonders after they are complete

Lastly, could you maybe package your mod with blue marble, the ethno-varied units and, ahem, totestra? I think there are still too many civ players out there afraid to play with mods or unaware of the GREAT content out there.

And: Keep up the good work, f1pro. You're doing god's work here. I think the only reason you are not seeing more feedback here is because we're all too addicted playing ... :)
 
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Jorunkun
hi,
one of the nicest reviews i had read about f1rpo and advc.
you are so very right :)

the advc feedbacks are sometimes stuff that i also burrow to my mod, which is based on advciv, so thank you for the details.
advc is usually kept "clean" from new rules and additions , which is cool.

also -
adding blue terrain over the mod shouldnt be hard - you can do so to your own advc copy, as did i.
 
Hi Jorunkun. You brought up so many good points that I thought I'd chime in and discuss some of them, too. I am merely thinking aloud here -- these aren't necessarily the most heavily weighed opinions!

If you were to make barbs a little easier, you might want to consider turning off barb galleys spawning a new crew in the FOW and only allowing them to be crewed in barb cities. Also, you might want to have a lower chance for spawning axes and swords until later in the game. I really do like the effect of terrain on barb spawning: They hardly ever appear in deserts, which is a huge improvement over the original, especially if you play totestra with its huge deserts. Also like the changes to animal aggressiveness btw - perfectly balanced, imo.

Interesting idea on barb galleys only spawing new crew cities. It might be too big a nerf to them, though. Maybe it's a coincidence, but in my experience land barb spawning is far more disrupting on average than those from galleys -- both for me and the AI. The terrain effect was a huge improvement for land barb spawning, definitely agree on that. Both balance wise and "4th wall" wise, as it just doesn't make sense that deserts, tundra and ice can support massive barbarian hordes. I would also like to add that the newish rule: "killing a barbarian reduces spawn rates locally" is perhaps just as important. Before that it felt like some civs had to take an unreasonable brunt of the barbarian attacks, even when taking available land to expand into, to account.

Also, I once got a "joint military" struggle bonus from an AI I had just met, when the only opposition I had fought were barbs. Bug or feature?

Probably feature. It is possible to get "mutual military struggle" if you kill barbarians inside an AI's borders. I am unsure if you can do so if you kill barbarians close to, but outside, their borders though.

A bug that persists is the AI sometimes offering you gifts of gold per turn, apropos nothing. Also, they sometimes ask for a ressource at price X, but then refuse their own deal after you click "negotiate".

That the AI sometimes offers gifts for nothing, not even a peace treaty, has perplexed me too. Mostly it is a resource, so they don't take any losses doing so if they can't sell it to someone else. Maybe they sometimes gift a resource, if they can't sell it, to other AIs as a means to build "supplied us with resources" relationship points? And doing so to the player is unintended? I am only guessing. As for the refusal to accept their own deals, that is intended: AI offers can be one-time offers, so that immediately clicking "care to negotiate?" isn't always best. I'm sure I've read that somewhere in the manual. I even think K-Mod has this as a feature. It can happen with resource and tech trading, and even peace offers.

- could remove some options like "aggressive AI (legacy)" or possibly "advanced starts" (does anybody play this?)

I've never touched the legacy AI, as that is, to the best of my knowledge, the K-Mod AI. As for "advanced starts", I think that is a really attractive option, even if I don't play much with it. I plan to try a game with one lower difficulty than usual, and compensating for it by enabling advanced starts, letting the AI have more points than me. I don't think that would be possible if the advanced starts option was removed altogether. And I may be mistaken, but I believe that Advciv specifically introduced the possibility of having different starting points for this very reason.

- could turn the following into radio buttons
> Barbarians: none - standard - raging
> War/ Peace: always war - standard - always peace
> tech trading: on - no brokering - no trading/off

Love this idea. It's simple, it's clean, it's efficient. And the options list is long enough.

- maybe worker stealing could also be a setting option: capture - 50/50 - kill (I prefer kill, but can live with 50/50 - stealing is an exploit, imo)

Worker stealing is not possible on the turn war is declared. Do you still find it easy to snatch a lot of workers before the last cities fall? I haven't played a lot after this change was introduced, but so far, when I've managed to capture workers outside of cities, it's been by amphibious landings only.

2. Interface / Buttons
I wish all the buttons would stay in the same place, with ineligible options ghosted (or left out until the prerequisite tech unlocks them). As is, the buttons for unit commands and promotions are added or removed, and thus change position. This can be a real pain if you go through a stack and aqccidentally hit the wrong promotion or order.
Also, I think you should not be able to pillage your own seafood. Speaking of which - in some games, i can't seem to remove city ruins, this may be a bug.

Very nice suggestion!

Something has changed here, as cities sometimes make clearly sub-optimal choices (such as working unimproved tiles when specialists or improved tiles are an option). On this subject, I also wish I could prohbit the city from selecting specialists I don't want (such as priests or spies) or being able to de-emphasize food, hammers etc. - maybe left clicking emphasizes, right clicking de-emphasizes ...?

I agree, something seems to have changed. Although I cannot state for a fact that the governors are objectively worse now, I too feel like I'm having to babysit my governors more, which clearly isn't the best sign.

Would it be possible to have planes set on sentry (not intercept) to provide something like half their flight range as expanded visibility to the city; or for sentried ships to the same effect as vision range +1? The problem I'd like to see addressed is guarding against naval invasions. Moving ships and planes around manually to fogbust over the ocean is tedious - this would be more convenient without providing a game-changing benefit.

Not too sure about this. Having the range halved would be objectively worse than just fogbusting yourself. I usually have some planes stationed at the coast and just order them to explore automatically. While imperfect, I think it's better than having half range. A sentry mode for planes could be cool, especially in conjunction with the idea I lay out in the next paragraph.

Similarly, I wish the sentried units would "wake up" if they see a large stack coimg into their field of view, even when you are not at war with the civ that moves it. Time and again, I've had an invasion force on my radar but missed it because I ddin't visually check all areas of the map.

As for fogbusting with ships, that's definitely tedious. The situation you describe here is one of the chief reasons I use "show friendly moves" all the time, but that of course comes with its own downsides. Luckily, Advciv cuts out so much of the pointless unit shuffling, so I feel like I can get by with this as a solution. Idea: What if, in addition to waking up, sentry-ordered units would use the "show friendly moves" and "show enemy moves" behavior inside its view range regardless of the global settings? That way we get the full information available to us in locations we deem as especially important. If this is incorporated, planes would of course need a sentry mode.

8. Wonders & Great Engineers
I like that great engineers don't provide an auto-complete to wonders anymore - but maybe we could have them provide a small, set amount of hammers, like x% of the wonder cost? Also, I think the religious wonders could use a shot in the arm, along with Chichen Itza.

I am not too familiar with the Great Engineer change, but an x% wonder cost seem like a nice and consistent option. Cool idea! Chichen Itza is such a weak wonder, could definitely see some buffs.

Instead, in my last two games, I got at least three, sometimes up to five espionage notices on every turn - either, a spy is caught, gold is stolen or some city has suffered a nuisance effect, like poisoned water, unrest or the destruction of, say, a granary. Also, as the end-game nears, often one or two AIs will focus their entire economy on stealing your tech and sabotaging your spaceship.

These events are neither fun, nor very effective for the AI - but they take up time and there is very little you can do against them.

Sometimes the AI's espionage programs are just mere nuisances, and they get nothing spectacular out of it. Especially the designated "nuisance" missions. However, I have seen multiple times the AI successfully leverage a spy economy to catch up in tech way faster than otherwise possible. So they can definitely be effective too.

Some suggestions for a least tempering the effects of espionage:
- raise the production cost of spies
- make spies expire even after succesful completion of a mission
- limit the number of active spies you can have, as with missionaries
- provide notice when counter-espionage effects are about to run out and you need to send a new spy to renew it
- discourage AI from using nuisance missions like poison water and foment unhappiness
and teach it to use incite revolt during war - or remove that option if it cannot use it
- make spaceship parts sabotage proof once built - I'm okay with sabotage during production, but they should be treated like wonders after they are complete

Agree with number 4. I usually set a reminder via Alt + M, but that is tedious. Mostly agree on number 5. The AI often don't get enough out of these missions. Still, a well timed mission can be worth it. Would be really interesting having them use the revolt mission!

Number 1, 2, 3 and 6 are confusing to me. If these strats are ineffective for the AI, why nerf them even more?
 
Also - and I don't know if this a totestra thing - it would be nice if the menu remembered my pervious choices. I always play standard huge maps but keep having to re-select two additional AI civs (for 18 instead of the recommended 16) plus "allow pangeas" and "start anywhere reasonable".

AFAIK, this is not possible, but you can easily change the defaults in the xml (CIV4WorldInfo.xml for player counts, CIV4GameOptionInfos.xml for defaults)


I wish all the buttons would stay in the same place, with ineligible options ghosted (or left out until the prerequisite tech unlocks them). As is, the buttons for unit commands and promotions are added or removed, and thus change position.

yes, please!

- not sure how hard this is to implement, but what if the city screen showed the city's rank in terms of production, tech etc as compared to the other cities in your empire? The information is available in the city advisor screen, but would be useful in the city screen.

I'd like to see this as well, would come very handy.

- a production queue switch button (switch item 1 with item 2) would be handy.

You can do that. Shift+Click on an item in the queue to move up, CTRL+Click to move down. CTRL+Click also adds an item at the top of the queue.
 
A related point: Maybe it would be better if one had to declare war on the turn before moving units onto enemy territory or attacking units? I know this is a major change, but wouldn't favor either AI or player - and would give the defender more of a chance.

This idea comes up once in while (and I actually like it very much), but for some reasons I cannot remember this is always discarded.
 
I found some (overall rather minor) aesthetic issues with a screen resolution of 2560x1600 (but also on 1900x1200), see attached images. The font on the city overview is really tiny and barely readable. The headings in the civic screen are misaligned. The active units float above the bottom main bar, and the highlighted infos on the right are slightly cropped.
 

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hey hey,
sorry to bug on this again:

im at war with Gilgamesh,
he has double my score.
he attacks me hard,
i offered him peace after he was willing to talk.

in return, in the deal he gave me a strong tech + 130 gold.
despite i am the weaker side.
granted, gilgamesh just got declared war upon from another higher score civ, though lower than gilgamesh.

i think ill try to see the debug of the offer.
its with my latest doto.
if and when you want a save game, ill provide.
 

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@giorgio1234: Thanks. I can't reproduce that crash. I suspect that it's the same issue as reported by SantaFlagship:
When a player's voluntary vassal cancels the agreement, I experience a crash 100% of the time. Note that I play on Linux -- and it doesn't seem to happen on Windows.
When I end the turn, Zara Yaqob breaks free; that might cause the crash on your end somehow. He's a capitulated vassal. I've also done a test with a voluntary vassal breaking free – no crash for me either. My first guess is that the vassal stating its reason for cancellation could be responsible. That's not really working as intended: the option to declare war in response to cancellation isn't displayed. That said, I don't see why this would cause a crash.

I've disabled that change for the moment, DLL attached. Would appreciate if you, giorgio, could check whether the crash still occurs with that DLL placed in the mod's Assets folder. Since this seems like a rather long shot, I've also added assertions that should result in an error popup at the end of each player's turn (e.g. "Turn of player 0 ends"); just to narrow down where the crash occurs. May want to use windowed mode to avoid having to Alt+Tab whenever one of those popups halts the game. That is, if there's still a crash, I would like to know the player id in the last error popup.
 

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I found some (overall rather minor) aesthetic issues with a screen resolution of 2560x1600 (but also on 1900x1200), see attached images.
Thanks, I'll investigate. I've hardly ever touched (as a modder and player) the Customizable Domestic Advisor; don't know if it's easy to conditionally increase the font size – or if all of the column widths would have to be explicitly increased. But I'll check.

@Jorunkun, @SantaFlagship: Give me a few days, maybe, to reply to that. I think there are some actionable suggestions in there, and also a lot that I won't be able to do much, if anything, about.
 
granted, gilgamesh just got declared war upon from another higher score civ, though lower than gilgamesh.
That figures for me. I'm guessing that Gilgamesh sees the war with you as making the difference between losing cities to that third party or not. Just enabling the UWAI log to be written once per turn (GlobalDefines_devel.xml), not accepting the peace offer and ending the turn should provide a logfile to confirm or refute this guess. If Gilgamesh only offered a square peace deal, I could see a different player complain that, by stubbornly refusing to pay for peace (specifically by giving an almost non-competitive civ a tech), Gilgamesh is throwing away a game in which he has the score lead, at least among known civs.

That said, it could be that this willingness to pay for peace when in multiple wars can be taken advantage of by – rather than demanding some small change in tribute – declaring war on any strong AI civ (with good tech) that is at war with a slightly weaker enemy and then quickly making peace again. When the human player actually has enough units to threaten a (somewhat) nearby AI city, then this would seem fair enough, but it might be that the AI will also get scared if the human player has few units or is far away. The AI has, in some situations, a tendency to err on the side of not underestimating humans.
 
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