C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

@Thunderbrd Nope, mansa has alot and enouth gold, (60.000 + 200 each turn) AI is building less citys after latest AI changes as it looks like screenie... i think they cant build the guard troops fast enouth to build a city they wait for guard units but they build pimary buildings now.
Is there a threat to the settler if it was to leave right now? Are there extra defenders there to escort them?

They may be building less cities but they are still performing so much better overall that all other reports have them tearing ahead of the player in research and progress overall.
 
Is there a threat to the settler if it was to leave right now? Are there extra defenders there to escort them?

They may be building less cities but they are still performing so much better overall that all other reports have them tearing ahead of the player in research and progress overall.

I dont know what exactly cause that, but i think they will use 6 to 10 units as guard before they found a city. Keep an eye on that, looks like city building decreased by 50%. Putting 3 settlers on one island also makes not to mutch sense. (Screenshot above page 74 second from bottom) But maybe its caused by the storm there nearby but why then 3 settlers on one plot.
 
Putting 3 settlers on one island also makes not to mutch sense. (Screenshot above page 74 second from bottom) But maybe its caused by the storm there nearby but why then 3 settlers on one plot.
That's probably all wrapped up in some of the stupidity still remaining in the transport mechanism. Watch that and see if eventually they aren't picked up and taken to a better spot or just disband or other.
 
That's probably all wrapped up in some of the stupidity still remaining in the transport mechanism. Watch that and see if eventually they aren't picked up and taken to a better spot or just disband or other.

Well i can report before the AI changes the inca, brasil and tupi builded about every 10-30 turns a new city when i pushed them down to one city, now they dont builded one city in 40 turns. Keep an eye on that...
 
BUG/PROBLEM:

@Dancing Hoskuld Breeding Pair Horse can place a resource on map, Tamed Horse can also place a resource, should be only available to Tamed Horse? Tamed Horse is more expensive and has no other difference to Breeding Pair Horse. Will you fix that or keep it this way? Then i will not use my Breeding Pair Horse units to place resources on the map.
 
TURN 1600: Damn, my nation is big and strong now, but on this scale its beginning to start some problems to keep our empire together, its getting harder and so many stuff to maintain, to do and so many option, closing to monarchy, soon we will found the first monarchy on this planet. Best strategy game i ever gamed now!

Turn 1600 World situation, our ships startet to discover the oceans now. Using a unit with extended visibility helps alot to discover the oceans, a new good strategy to use! But the oceans are so large on this scale it will take alot of turns to discover all of it and these units are rare and limited. Starting to building up a empire and superpower now! Soon we will hit classical, letz see how long we can survive and will the glorious civ stand the test of time or go down like the roman empire if we become to large? On the way into future now, letz go... so many hundreds of hours of fun now in my current game.

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BUG/PROBLEM:

AI problems after building priority change, AI is building now crap buildings before they build workers to develop there land, slowing them down and making them build slow (Because no production of not developed plots) then they dont have enouth troops and let stay all settlers in there towns and they dont go to settle, especialy if they have only a few citys. 2 sceenies... workers should be builded first again.

(If AI loos all its workers they need to rebuild workers first to develop there land again, but now they build crap buildings first.) Worker units should be prioritized a bit.

Screenshot 3: I gave them some free workers and they start to rebuild there empire directly, this schould be fixed by if a civ loos all its workers or have less then 4 then build directly workers to keep civ going. (First build workers, then buildings) Plz prioritized workers to fix that asap.
 

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Those are not crap buildings, they provide research and food. Rock gatherer even more so because it's a preqreq for Stone Tools Workshop.
 
Those are not crap buildings, they provide research and food. Rock gatherer even more so because it's a preqreq for Stone Tools Workshop.

It is a crap building if they need 50 turns to finish it. :thumbsup: If they develop there land and increase there production first and finish the building in 10 turns it isnt a crap building. :thumbsup:

AI cant handle the loos of all of its workers now, making the AI easy to kill. AI should be teached to build workers first to a amount of 4-6 workers, then build buildings = Harder and faster AI.
 
It is a crap building if they need 50 turns to finish it. :thumbsup: If they develop there land and increase there production first and finish the building in 10 turns it isnt a crap building. :thumbsup:

AI cant handle the loos of all of its workers now, making the AI easy to kill. AI should be teached to build workers first to a amount of 4-6 workers, then build buildings = Harder and faster AI.
You should get right on that then.
 
You should get right on that then.

I have the flu and i am in a bad mood, you have to take that. :thumbsup: For now i gave them some workers, but try to teach AI to build workers if they loos all or prioritize workers a bit, will make the AI harder. I think that will fix the to less building of new citys also, other larger civs still settling, a bit slower but they still building citys.
 
BUG/PROBLEM:

On latest SVN update i got this bug in a text.xml? Is PPIO using this or a update problem? I dont know if that will cause problems:
CONFLICTED: C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML\Text\Global_CIV4GameText.xml

SLOVED: PPIO is using this file, will be fixed by PPIO file copy/update.
 
I have the flu and i am in a bad mood, you have to take that. :thumbsup: For now i gave them some workers, but try to teach AI to build workers if they loos all or prioritize workers a bit, will make the AI harder. I think that will fix the to less building of new citys also, other larger civs still settling, a bit slower but they still building citys.
Quick production builds are always first for the most part, that way they can train the workers fast enough to make a difference. The order of construction is in order to optimize the capacity to grow all yields and yes there's imperfections but the buildings that would be chosen due to a small amount of AI weight being added to all buildings are looking at a factor that would come up long after workers are considered. Sometimes the threats running around are taken into account as to why to not bother with workers that are just going to get killed as soon as they get trained and sent into the field and are thus held off on for a while. There's a LOT to the AI and it's not something you just fix without a major project to find many ways to improve it. One can whittle away their life on that project and I'm in the middle of some other things. Your observation is noted. That's about the best I can say right now.
 
Delete that file and update again.

You just need to overwrite PPIO files after SVN update then all is fine. (PPIO from @Toffer90 is using that file)

Quick production builds are always first for the most part, that way they can train the workers fast enough to make a difference. The order of construction is in order to optimize the capacity to grow all yields and yes there's imperfections but the buildings that would be chosen due to a small amount of AI weight being added to all buildings are looking at a factor that would come up long after workers are considered. Sometimes the threats running around are taken into account as to why to not bother with workers that are just going to get killed as soon as they get trained and sent into the field and are thus held off on for a while. There's a LOT to the AI and it's not something you just fix without a major project to find many ways to improve it. One can whittle away their life on that project and I'm in the middle of some other things. Your observation is noted. That's about the best I can say right now.

Yep, after the AI weight change on buildings the AI is doing that, 1. Build buildings, 2. Build settlers. 3. Let the settlers stay in city or arround until enouth military units are produced to defend a new city, then sometimes build workers. 1. Should be build some workers to develope the land. Best guard them with a military unit. But i think AI needs to be teached that, to do so. Worked way better before the AI weight on buildings where changed. Maybe the AI weight on workers and military units can be increased a bit again. Ok letz see what can be done on this... its noted is always good. :)
 
AI weight does not determine the order of larger choices like that. The code isn't analyzing all options by weight, but in a sequence of priorities. The weight ONLY comes into play during a later evaluation than workers and settlers and escorts and numerous other things, a few of which come up before the settlers and workers. Quick production buildings are one of the first and highest priorities. Least risk for reliable results to make everything else much faster to produce from there. Even cheap research buildings will come up before that if the civ is falling behind in research.
Furthermore, a unit that needs to be trained is rarely going to be trained in the city that needs it but in the best city to train it and sometimes that means it has to wait in line for other things that city might be trying to accomplish.
 
AI weight does not determine the order of larger choices like that. The code isn't analyzing all options by weight, but in a sequence of priorities. The weight ONLY comes into play during a later evaluation than workers and settlers and escorts and numerous other things, a few of which come up before the settlers and workers. Quick production buildings are one of the first and highest priorities. Least risk for reliable results to make everything else much faster to produce from there. Even cheap research buildings will come up before that if the civ is falling behind in research.
Furthermore, a unit that needs to be trained is rarely going to be trained in the city that needs it but in the best city to train it and sometimes that means it has to wait in line for other things that city might be trying to accomplish.

I also saw when i looked into AI citys that they have only one building in building list, before they had 4-6 units/buildings there in there building list, i dont know what was changed in AI code that cause all of this, but before the changes it worked better. May has something to do with AI weight but maybe not. Maybe at all that is a problem when they loos all workers, but something happend after the AI weight change, or something has been done in code maybe. i think the AI weight change made them build to much buildings and to less units.
 
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May has something to do with AI weight but maybe not.
Nope. When the build queue finishes for an AI is when it will ask what it wants to build now. Not to say that sometimes it can't queue up more things in a row but it doesn't have to like a human player because mid-endofturn processing it will be prompted to figure out what it wants next if it needs to make a choice.

Maybe at all that is a problem when they loos all workers, but something happend after the AI weight change, or something has been done in code maybe. i think the AI weight change made them build to much buildings and to less units.
It's funny - you're the only person to say they are playing worse. Most are finding they are rocketing ahead of what they used to do now.
 
It's funny - you're the only person to say they are playing worse. Most are finding they are rocketing ahead of what they used to do now.

I see two things currently:

1. On civs that loos all there workers, they will not rebuild them fast enouth if there land gets plundred and all of ther developed plots are lost, then they keep building buildings but they should build workers to develop there land plots again to build these buildings faster. Feels like the AI weight changed the AI to build more buildings and less units/workers. (May be a problem that if the AI loos all workers and developed land plots, that it cant understand that correctly keeping building buildings slow)

2. AI builds a bit less citys now after the AI weight change and less units now after the AI weight change AI is building more buildings then units now.

If i let survive a civ i will not kill all its workers for now, i will see then if they go to settle faster again, worked 1600 turns. Yep yep AI can always be improved and is not easy to do, small changes may have large effects.

Main problem here is maybe if the AI loos all its workers and get there lands looted it will slow them down hardly. On larger civs AI works ok, but is now a bit slower at expanding and builds a bit less units now as it looks like, will be a logicaly outcome if AI weight increased how AI decides to select what to build next or add to the building list. Build more buildings = build less units = less guard troops for a new city = less settling of new citys. If workers and units have a AI weight it can be tryed to increase that a bit or decrease the buildings AI weight a bit again, (Was it increased for all buildings or only for some?) should make the AI even better as it looks to me it was some SVN updates before.

BTW: What meens doubles culture in 1000 years how works that? Doubles the culture of a city in 1000 turns?
 
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