Recursive

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Hey all,

New version inbound. I know @axatin said the last version would be the final 2UC release, but I decided given the tactical AI bug where AI garrisons would abandon their cities, and some other high quality improvements, that it would be an unfitting finale.

This is mainly just bugfixes and AI improvements from @ilteroi and @axatin, but also includes a very handy fix for Quick Movement that will aid AI observer games in particular.

These improvements should make the AI significantly more competitive in the early religion, Diplomatic Victory and military competency games.

Unless a bug is introduced by these changes that needs immediate fixing, this is very definitely the final release of 2UC and no further versions will be released until the integration of 4UC is completed.

Enjoy!

Changelog:
Code:
General
- Added UI_QUICK_ANIMATIONS CustomModOption: turns off Missionary, Diplomat, etc. animations while Quick Movement is enabled (disabled by default)
- Performance improvements



AI
  City Production
  - Slight boost to valuation of buildings that give an extra copy of Luxury Resources
  - Increased AI prioritization of Faith buildings prior to all religions being founded
      Should aid AI in the religion game significantly


  Diplomacy
  - AI will not apply City-State competition weight if the only valid City-States are under SoI/Open Doors


  Economic
  - Improved AI handling of finances - more intelligent emergency cushion amount, especially when in debt
  - AI now has special logic to purchase diplomats if they have available Paper
     Combined with the very nasty bug that was fixed, this should make AI much more competitive for Diplomatic Victory


  Homeland
  - AI better at managing explorers to avoid bumping into enemies


  Religion
  - Lowered AI valuation of God of the Open Sky and Goddess of Renewal pantheons


  Tactical
  - Improved caution with ranged and melee units
      Melee units are used more as shields when lots of enemies are nearby
  - Tweaked retreat logic to handle fortification and embarkation better


  World Congress
  - If AI has to make a proposal but all of them are bad/zero-scoring, it will no longer halve the "badness" of an option if it was proposed last session
      The mechanic is intended to prevent the AI from proposing the same thing over and over again unsuccessfully, but should only apply to good proposals


  Worker
  - Changed AI fort valuation so they don't build forts in places that aren't useful



Balance
  Units
  - Reductions to unit purchase cost now decrease Gold earned when scrapping the unit by the same %
      This prevents an exploit: get a large discount to purchasing units, and then sell the unit for more than you paid for it
      The decrease is based on the highest purchase discount out of all the player's cities
  - Scrap Gold now uses TrainPercent from gamespeed, not InstantYieldPercent


UI
- When Quick Movement is enabled, Paratroopers and Settlers will now skip their animations
    This should speed up test/observer mode games and is great QoL overall
- Added Shuji Nakamura as Great Engineer
    Nobel Physics Prize Winner for invention of efficient blue LEDs
- Removed Elon Musk as Great Engineer
    His engineering merits are in doubt. See: CyberTrucks, Twitter
- Added Fritz Haber as Great Scientist
    The Haber process produces food for nearly half of all people on Earth



Bugfixes
- Fixed the bug where damaged garrisons would abandon their cities
- Fixed a bug in tactical position scoring
- Fixed multiple bugs with the tactical simulator
- Fixed a very nasty longstanding bug causing the AI to never buy units that require resources when they DO meet the resource requirements (rather than DON'T)
- Fixed an issue where used memory would not be cleared properly after being discarded
- Fixed a bug with America's upcoming UB which allowed it to capture cities within the tile acquisition radius

Link: https://github.com/LoneGazebo/Commu...ownload/Release-4.22-TRUE/Vox.Populi.4.22.exe

Online as of 5:17 PM CDT. Not savegame compatible.
 
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I saw there was a new version and for a split second I thought 4UC had come way earlier then I thought it would. Still, cheers to the true(?) 2UC finale and to 4UC whenever all that hard work is finally complete
 
Patched the 4.22 release to fix an issue where the game would freeze when meeting a City-State.

We're just gonna pretend that didn't happen. We're still on 4.22. Okay? Okay! Okay? Okay.

(Redownload the 4.22 release, it's fixed now.)
 
The new link doesnt seem to work to grab the update Recursive. nm been fixed thanks!
 
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Code:
- Removed Elon Musk as Great Engineer
    His engineering merits are in doubt. See: CyberTrucks, Twitter
I always thought that the CEO of Dogecoin would have been better as a Great Merchant. I mean, he definitely has the greatest Reality Distortion Field this side of Steve Jobs.

But perhaps this should be a bit of caution on adding living people as Great People in Civ. The Dogefather might yet redeem his engineering chops by designing and building the spacecraft that gets him to Mars. :)
 
Has anyone else issue with the 'road to mode'? My workers always stop after building the first section of road.
Honestly, that one has bugged me for a long time because it used to work, and I just don't get it.

I adapted to it and now build every piece of road manually which has something satisfying to it. But yeah, I don't understand why it doesn't work anymore.
 
Has anyone else issue with the 'road to mode'? My workers always stop after building the first section of road.
Broke like 10 versions ago or so. Yeah it is kinda annoying but eh, you'll get used to it. The fact it hasn't been fixed in so long implies it's not easy to fix I guess
 
Broke like 10 versions ago or so. Yeah it is kinda annoying but eh, you'll get used to it. The fact it hasn't been fixed in so long implies it's not easy to fix I guess
would be nice if we could queue up a series of roads to-be-built manually -- or is this possible already?
 
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