1/30 Report:
I admit that I had been extremely critical of the earlier January builds. To me it seemed like they were heading down the path of almost requiring military action (even defensive) in order to succeed. I was also skeptical of some of the other AI changes that have been added recently.
After the 1/25 build, I had pretty decided that this mod was just not for me and was going to simply go back to 2.08 but with higher AI handicaps to make up for the lack of 'intelligence'. However I saw that a new build (1/30) was quickly released to correct a few bugs (but it also added some further refinements to the AI). So I decided to give it a go and see if it was something I thought I'd want to continue with.
Well I can say I'm glad I tried it. IMO, HUGE strides have been made in alleviating some of the problems that I routinely encountered in the earlier builds. I still believe that there is probably a need for some further tweaking, but I have to admit that I was very favorably impressed in the near two games I played out with 1/30.
I'll break it down into the Good and the Bad (Epic, No Aggressive AI, Fractal, Custom Handicaps):
The Good:
1) The AIs were much more competitive with each other. In the earlier builds, a warmongering AI would often go hell bent on KO'ing its neighbors. If those neighbors happened to be 'builders', they went down the toilet pretty quickly. The result was that AI competitors were being destroyed very early and the attacking Civs would bloat out and stagnate. With 1/30, the interior defenses are better so the 'house of cards' seems to be greatly reduced. Early wars have consisted more of snipping off a city or two rather than to the death.
2) The AI's seem to be actually 'blockading' coastal cities now. Whether that is by intent or was just happy coincidence (I didnt see anything in the version notes), it was most unpleasant to deal with. A few Caravels and Frigates moved up to my coastline and pretty much parked there starving out those cities. Does anyone know if its actually possible to 'blockade' trade routes/resource routes out in Civ4 as you could in Civ3? That could be horribly effective if it works.
3) The AIs are far less reluctant to DoW distant Civs later in the game. Same religion and happy relations only go so far now. You have to watch your back even against overseas Civs. In my second game, Stalin DoW'ed me about when we were all getting to Astronomy. He was pretty far away and on an island by himself so I pretty much ignored him. Shortly thereafter he blockaded a number of my cities and made some coastal raids with Knights/Grenadiers etc. It wasnt life-threatening, but it was effective and it made me think twice about blowing him off in the future. This is a much needed improvement IMO and makes the game feel much more fluid.
4) The AIs are using a good mix of units now. I think its still favoring Siege weapons a little too much (see screenshot), but overall its forces are varied and tougher to counter.
5) The AI CERTAINLY knows how to use Spies! I saw some people requesting this and BELIEVE ME, its already there. I must have had my Iron, Uranium, and Coal all blown up at least a half a dozen times each and at one point, I had not ONE luxury left alive in my empire. There were at least 2 AIs pouring spies into my land (I caught Ottos and Germans on a few occasions).
The Bad:
1) Some of the AIs are still perhaps overbuilding units. The attached screenshot is from my first game. The Ottomans had almost 50 units stacked in a nearby border city (including over 30 Catapults and Trebs which had been converted to Cannon by the time of the screenshot). To me, that is still too many for that time in the game. It takes a LOT of hammers to build that huge force and it literally sat there until the Modern Age when it was converted into Artillery. That is a huge expense to be sitting on that long. I hestitate to want to see it totally changed but perhaps redistributing it a bit so its not all sitting in one huge stack? In my second game, there have been a lot more smaller wars which generally has kept the SODs reined in a bit. I havent seen stacks bigger than 12 or so in that game and it feels pretty 'correct'.
2) Sometimes the AIs dont know when to call it quits in a war. I had the Mongols repeatedly DoW me trying to capture a border city (that they didnt border...they were moving through the Chinese to get to me). He must have lost 100s of units over 5-6 wars (he went to war about every 20-25 turns). And he wasnt making much progress. The first war, he ALMOST took it with a humongous pile of units, but it held out. After that, it was mostly half-hearted attempts. The ONLY thing he wanted for peace was that city too. Blowing up his sea resource, starving out his coastal cities and even having the snot nuked out of his homeland wouldnt change his fixation on that city. Obviously even if he had eventually taken that city, it certainly would not have been worth cost (most of his major cities were nuked).
3) The building of much larger number of units is slowing tech progression down to the point where no one even got close to launching the Space Ship by game's end. I think 2 Civs had built the Casings and one was working on Thrusters by 2050. At some point, I think the AIs need to release that enough units is enough and focus on teching them rather than adding to them (new types such as aircraft notwithstanding).
Overall:
Like I said above, I'm actually very favorably impressed. The AIs certainly played a much 'tighter' game in this build. The biggest complaint (early wars of extermination by massed units) seems to be corrected. I think with a few more tweaks and bug fixes, this AI is pretty close realizing what I believe were the original goals for BetterAI. I think it still might be a bit too militaristic (not necessarily warlike, but arms racing), but its feeling like its moving in the right direction towards more balanced play again.
Great job on the latest build!