Chronicles of Mankind

No, both of those are turned off. I will reinstall the mod and try another game. Will let you know in a couple of days if the problem persists.
 
So i reinstalled the game (with fresh downloads) and started a game on the blitz speed (fastest) and settler difficulty. To save time i automated my gatherers/workers, cities and military and just pressed the end turn button. After 200 turns the scenario was the same as my previous game; they ai built alot of roads but barely no improvements. This time however i noticed that the same had happened in my own kingdom. It appears that my automated workers was just building roads and the occasional improvement, just like the AI. The only improvements that had been built in my kingdom was a camp on ivory, a quary on stone and gatherings. As far as i know the mod works just fine, except for the worker stuff.

I believe that i installed the game correctly, but i am not sure. I will list step by step what i did during the installation, please let me know if i did a mistake in any of the steps.

1 : Downloaded the 3 files "Chronicles of Mankind.rar", "Chronicles of Mankind patch 1.3.rar" and "Chronicles of Mankind patch 1.0.3.2 HOTFIX.rar" from https://forums.civfanatics.com/threads/chronicles-of-mankind.643052/
2 : Extracted the 3 file contents.
3 : Merged the patch into the main folder (with "main folder" i mean the "Chronicles of Mankind" folder)
4 : Merged the hotfix into the mian folder
5 : Moved the "Chronicles of Mankind" folder to the mod folder: "C:\Users\Xenath\Documents\My Games\beyond the sword\MODS"
6 : Lanched the game using the "and2_checker" file in the "Chronicles of Mankind" folder
7 : It asks for the path of my Beyond the Sword executable so i give it: "E:\steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Civ4BeyondSword.exe"
8 : The launcher opens and i start the game

What i am unsure about is step 7, should i give the vanilla civ4 exe or the beyond the beyond the sword exe?
 
Your installation is fine. (About #7: and2_checker needs BtS.exe).

I also made some test-play this morning: Large World, Quick Speed. The AI did improve it's land but not much. Mostly just the tiles that have some resource on it.

I don't know what's causing it. Still investigating...
 
I just recently started a game on Blitz speed and let the ai play for me (Ctrl+Shift+x). I noticed that after 100 turns my empire only had 1 worker, which was odd since i had 5 cities. So i went into the worldbuilder and gave the empire 5 more workers. A couple of turns later they ai had destroyed them. Why i don't know, the economy was good and the maintenance of 5 workers is negligible. So i looked around in other empires. All empires had very few workers, and some had none.

Can the problem be related to the fact that there are multiple levels of workers? gatherers/workers/clones. Do the different workers use a different building algorithm?

Also might it be so that the new improvement; gathering, might be screwing up the AI? A plausible scenario is that the gathering is the most profitable improvement short term, +3 food from gathering is more than +1 food from farm. This is why improvements like farms and mines are only built on special recources, because in those cases the benifit from building a farm or mine outweighs the benifit from the gathering. So that might explain why other improvements than the gathering is almost only built on resources. Late game when the gathering is not available anymore it should start building farms and mines, but it don't. There might be some bug in the could which makes the AI think it can build gatherings late game, even thou it can't. The result is that the AI wants to build gatherings, it can't so it does nothing.

I have not followed this mod for long (only a week), so i don't know when multiple workers levels or the gathering improvement were added. Did this strange behaviour occur before those additions were made?
 
I just recently started a game on Blitz speed and let the ai play for me (Ctrl+Shift+x). I noticed that after 100 turns my empire only had 1 worker, which was odd since i had 5 cities. So i went into the worldbuilder and gave the empire 5 more workers. A couple of turns later they ai had destroyed them. Why i don't know, the economy was good and the maintenance of 5 workers is negligible. So i looked around in other empires. All empires had very few workers, and some had none.
I tried increasing the AIWeight of Workers and the result was more Workers built by the AI but still not using them. Though I did this change in a running game. If you still have time for testing you can try changing AIWeight value from 0 to 10 but I doubt that it would really help.

Can the problem be related to the fact that there are multiple levels of workers? gatherers/workers/clones. Do the different workers use a different building algorithm?
No, they use the same AI. AND2 has multiply levels too but works with them.

Also might it be so that the new improvement; gathering, might be screwing up the AI? A plausible scenario is that the gathering is the most profitable improvement short term, +3 food from gathering is more than +1 food from farm. This is why improvements like farms and mines are only built on special recources, because in those cases the benifit from building a farm or mine outweighs the benifit from the gathering. So that might explain why other improvements than the gathering is almost only built on resources. Late game when the gathering is not available anymore it should start building farms and mines, but it don't. There might be some bug in the could which makes the AI think it can build gatherings late game, even thou it can't. The result is that the AI wants to build gatherings, it can't so it does nothing.
I don't think. Gathering is +1 from Tribe, +1 from Barter and +1 from Gathering civics. Once you switch out of those the bonuses are lost.
But I will try to test the game without the Gathering improvements.

I have not followed this mod for long (only a week), so i don't know when multiple workers levels or the gathering improvement were added. Did this strange behaviour occur before those additions were made?
You are the first to report it.
 
I tried increasing the AIWeight of Workers and the result was more Workers built by the AI but still not using them. Though I did this change in a running game. If you still have time for testing you can try changing AIWeight value from 0 to 10 but I doubt that it would really help.
In which file can i change the AIWeight?

You are the first to report it.
Is there a way to download an older verion of the mod? I could thusly test if the problem is present in other verisons, or just the latest.
 
In which file can i change the AIWeight?
CIV4UnitInfos.xml
Is there a way to download an older verion of the mod? I could thusly test if the problem is present in other verisons, or just the latest.
The one in the first post. Just don't install any patches.

THX for your efforts in trying to help by the way
 
Hmm, i admit that i paid no attention what improvements the AI was building. I play currently a game on Gigantic Map with 30+ Civs and have reached the Medieval Era. So i looked closely and saw that the ai really only build improvements on tiles with resources. I did find one civ that build two farms along a river,but thats it.

So i changed the AIWeight of Workers like mentioned and started a new game with ai autoplay and some other civs. I let them play to the industrial era and saw no difference. They are happy to build gatherings when they can, but nothing more.

I tried the older version of the mod and noticed oddly the same behavior. Improvements on resources and gatherings are fine, Roads galore, but aside of a couple of farms nothing more. I`m wondering why i didn´t noticed this earlier, maybe because i play on marathon speed and never played beyond Renaissance...no wonder why it seemed after a while way too easy...

Rev.1085 of AND works fine, so i guess it might be the gathering mechanic you added...
 
I've taken a brief look in the debugger, but I didn't have a savegame at hand, so I just ran AI Auto Play for 100 turns and then stepped through AI_workerMove. Maybe that was still too early in the game and there wasn't a problem yet. Anyway, it seemed that this check
canBuild(pBestPlot, eBestBuild)
in CvUnitAI::AI_bestCityBuild prevented Workers from building improvements. The eBestBuild ids I saw were 77, 79, 85, 92 and 119. I haven't done an exact count through Civ4BuildInfos.xml, but my guess is that those are Slave builds, and that CvCityAI::AI_bestPlotBuild doesn't really support multiple types of worker units (UNITAI_WORKER) with different sets of <Builds>. AI_bestPlotBuild precomputes a single best build for all worker units and uses CvPlayer::canBuild to determine which builds are valid.

To test this hypothesis, one could disable the Slave builds from Civ4BuildInfos.xml. Or perhaps you've already tried that. Disabling only the Slave unit wouldn't be enough though.
 
Okay, that seems to be working. I only need to rework Slavery a bit and the AI is (probably) back to normal.
Great thanx f1rpo. You solved my problam.
...again. I really owe you a drink or two :)
 
Eye-candy. Ear-candy. AI-friendly.

Patch 1.0.4



Fixes a major bug that was present from the start of the mod but went unnoticed and made the AI not improving its tiles.
EDIT:
Thanks for Xenethar for spotting the problem and for f1rpo for pointing to the source of the bug.


Spoiler :

General
=======


Updating to AND2 rev. 1086
Adjusting city screen to display more resources and specialists
New CitySoundscape for Trans-Human and Future eras
New or fixed quote (with audio file) for many-many techs
Android Worker (specialist) renamed to Synth


Events
======


'Healing plant' requires Herbalism
'Champion' requires Warfare


Buildings
========


Slave Market:
Slaves trained 100% faster


Wonders
=======

World Trade Center:
removed -20% Maintenance Cost in All Cities
+1 Trade Routes
+1 Trade Routes in All Cities
+1 Trade Routes in the World

New animated wonder movie for Kotoku-in


Techs
=====


Conglomerates:
+1 Trade Routes


Terrain
======


Gathering Food/Hammers/Commerce build time increased from 50 to 150
Gathering Food/Hammers/Commerce upgrade time decreased from 5 to 2


Units
=====


Worker and Indian Fast Worker:
require Agrarian, Pastoral, Maritime, Guilds or Penal civic
work rate down to 90 (was 100)

(NEW) Worker:
Barbarian UU (same as normal Worker but with some extras)
no Civic requirement
work rate 110
ignore terrain cost

Slave:
fixed Improvement builds causing AI not improving it's tiles
Slave Market requirement axed
work rate down to 75 (was 100)
upgrades to Worker, Constructor, Clones

(NEW) Constructor:
new upgrade for Gatherer, Slave and Worker units
requires Urbanization civic
cost 180
work rate 125
upgrades to Clone
cost +1 gold per turn

Clone:
work rate increased to 150 (was 125)

 
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Have run an AI-autoplay for 200 turns on blitz speed, I can confirm that the ai workers now do what they should. Great job, I look forward to running a real game.
 
Yes, i can also confirm that it works on an existing game which was started before the patch.:goodjob:

Edit: I noticed that the new Barbarian UU Worker has the line TXT_KEY_RESTRICTED_UNIT where it should show that this is a UU for the Barbarians. Is this fixable?
Also, in the sevopedia entry for the normal Worker, when you click on the last "Replaced by Worker" it leads to the already active worker entry, and not to the new entry for the barbarian worker below...
But these are just cosmetic changes, i am happy that everything seems to be working like it should now.:)

Btw. maybe you could update the Rev number in the launcher with your next update?

Edit2: Another thing that bothers me a little for a long time is the display of the forbidden civics in the civic screen.
The Anarchy and Democracy civics have a veeeeeeeerrrrrrryyyyyyyyyyyyy long list of forbidden civics. Would it be maybe possible to change the line to civics that are actually possible with this civic? That would make the line much much shorter...;)
 
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Edit: I noticed that the new Barbarian UU Worker has the line TXT_KEY_RESTRICTED_UNIT where it should show that this is a UU for the Barbarians. Is this fixable?
Also, in the sevopedia entry for the normal Worker, when you click on the last "Replaced by Worker" it leads to the already active worker entry, and not to the new entry for the barbarian worker below...
But these are just cosmetic changes, i am happy that everything seems to be working like it should now.:)

Btw. maybe you could update the Rev number in the launcher with your next update?
THX for noting. Will check as soon as possible.

Edit2: Another thing that bothers me a little for a long time is the display of the forbidden civics in the civic screen.
The Anarchy and Democracy civics have a veeeeeeeerrrrrrryyyyyyyyyyyyy long list of forbidden civics. Would it be maybe possible to change the line to civics that are actually possible with this civic? That would make the line much much shorter...;)
Would be nice, but requires dll work and I am not capable of that.
Will check if I can make Democracy block fewer civics, but Anarchy is possibly going to stay as it is.
Hi,
patch 1.0.4 is cumulative?
With what?
You need CoM in the first page and 1.0.4.
 
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