JosEPh_II
TBS WarLord
This current game is the 1st time I've set stack limits. I jut have not noticed massive build ups....yet.
JosEPh
JosEPh
Koskhing, we've been over AI and Civic Changes a few times. It might be slightly better but that's not saying a lot. It's still bad enough that playing on Deity the main reason I can catch up with the AIs early run-away is because they change Civics too often.
With the new Snail and Eternity Speeds this is even more so. However often the AI re-evaluates Civic choices it is way too often, and still throws them on switching "back" to earlier and worse Civics. It's not seldom I see AIs switching between the combos Prophets/Despotism and Divine Cult/Monarchy.
In current game 1280BC Carthage switched to Church/State Church/Despotism. Bad choice, and too little time between.
Before that it was 1306BC (26 turns earlier) that they switched to Open Borders/Divine Cult/Monarchy.
1332BC (26 turns earlier) they switched to State Church/Despotism. Again a bad choice, bad!
1403BC (71 turns before) they switched to Monarchy. From here on they shouldn't even have looked at anything earlier.
1439BC (36 turns) it was Interpreters. At least they didn't change this one...
It's been riddled with bad Civic changes the whole game from the 3 AIs I have contact with. Why go back to a "worse" civic, and multiple times?
The rest of the AIs must be experiencing similar Civic decisions. Sure, this game I might have limited the AI to 1 starting Tribe instead of 2, but I should still not have caught up with the AIs in the early Classical Era.
I know I was behind the AI (Most Advanced didn't even have me in it in the early Ancient Era) but now, already, I'm caught up and in second place in Most Advanced. I'm betting most of this is due to both bad Civic Choices as well as switching too often on the AIs' side of things.
I'll supply you with the save at current point (and later point depending on how much more I've played it) if you want it.
Cheers
EDIT: Just checked the GNP. All three have lots and lots of anarchy periods and in the last 700 years I've gone from roughly half of two of the AI's (equal to one) GNP's to equal to the highest one and roughly 120% higher than one and 4x higher than the struggling one.
Cheers
Double Post, I know, but do have another save game illustration a problem with the AI and evaluation where to keep Defensive units.
Where my bunch of units are now standing just inside Carthage's Capitol BFC I have just taken out, oh, probably 20-25 Town Watchmen, a 5-10 Archers, and 15-20 War Dogs.
Being able no, and not before, to see his Capitol and the units there I find that he has all of 1 Light Swordsman, 2 Javelineers, and 2 Town Watchmen.
I was counting on getting to the hard fight now, not have it behind me. More, and better, defense should have been stationed in the City itself, and not to mention what even 5 Town Watchmen extra would have done for his Crime Level there (apart from also having extra defense in cities).
Cheers
EDIT: He did move a number of units in for the next turn but without the extra 25% from fortifying it'll be an easier fight.
Cheers
*nods* Sound reasoning, in most cases. In this case I could attrition him down with a few units on the defensive hill (99+%) until his big units were gone and I could attack his units there en masse.
About -crime units: Since most, if not all, of them already have bonus in city defense and no where else can't a quick fix be to set them to AI City Defender tactics?
Cheers
http://forums.civfanatics.com/showthread.php?p=11312952#post11312952
Check out post 962 and further post by the same author on time reduction for AI turns etc.
Already looked at, and in practise made very little difference. The problem is that he has sped up some very basic routines to go twice as fast, but those routines were only 1% of the total time, so twice as fast was a net 0.5% speedup.
The best way to attack speed optimization is to profile the entire call tree in the contxt of actual save game turns to see what routines are consuming the most time, and then concentrate on those routines (and I've been doing this since v15 - the current DLL is around 5 times faster than the one we had then for the same game position at scale [large, populated map]). Part of the problem with this is that the Civ4 engine profiler isn't very good - one of the first things I did was write a replacement profiler (last June or so) to enable this approach.
Until VERY recently (literally a few days ago) AI unit path-generation calculations were the largest time consumers, but I have now got that down below a couple of other contributors (AI diplomacy and city-turn-calculations aboue joint top now), so I'll be moving on to the new hot-spots next (probably not until v23, as I want to do a bunch of AI work in the next few weeks).
kinda off topic but is it possible to be able to right click, move cursor here ( so i can see what a stack of units consists of horizontally across the bottom of the screen)
Because they are listed vertically I can never see it properly.
Is there a way to do this now maybe with the BUG option thingy
can you have hover texts within hover texts? maybe just a simple list which can be expanded by individual hoverslol
Or maybe even like the shift hover when your looking at your survival odds of attack and it gets expanded by holding down the shift key.
It doesn't get expanded - it gets replaced. All that shift does (or other modifier keys) is change the generated hover text to go in the provided hover box. We can certainly use modifier keys, but the 'new' content cannot depend on where the cursor was in the old hover text in any way.
Have a very basic list of units and with shift it can be expanded to what it is currently.
Another suggestion might be to try and change the format of the list somehow like bunch it up alot more, not have each unit having its own line etc