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Hm I can think of a way to make that work. Would be like holding down a key/shortcut and clicking tiles in order, each would queue a build road mission.
Wait maybe I can hack the route button to do that, instead of clicking on the end tile you'd draw a route. More clicks than before but at least it'd work, unless it's an issue with unit alert state.

You guys think of a key or shortcut, I'll get this done on Wednesday, will probably be save game compatible. It'll be a jank even if it works though, so don't expect it to get integrated

Then again, there's a route planner mod, right? Does that work properly, I don't want to waste time reinventing the wheel if it does
 
there's a route planner mod, right? Does that work properly,
idk but i often wish for an action queue in civ even just beyond roads -- i rarely put the workers on auto, but especially late game during wars, turns can take like 45 mins, i always forget why i sent so and so worker over to a plot 3 turns ago etc.

where is route planner? on cf here?
 
>Changed AI fort valuation so they don't build forts in places that aren't useful

Could also be rephrased as "penalize AI evaluation of any defensive building in plots that are not adjacent to enemy borders". Ilteroi wanted to do this because he thought it was ugly when the AI built forts everywhere even when it was optimal. I disagree with this decision
 
idk but i often wish for an action queue in civ even just beyond roads -- i rarely put the workers on auto, but especially late game during wars, turns can take like 45 mins, i always forget why i sent so and so worker over to a plot 3 turns ago etc.

where is route planner? on cf here?
I'm not 100% sure, but I think workers put roads/railroads without any logic on random tiles when put on auto, no? I absolutely refrain from putting them on auto because of that.
 
I'm not 100% sure, but I think workers put roads/railroads without any logic on random tiles when put on auto, no? I absolutely refrain from putting them on auto because of that.
As the person who wrote the AI road logic I think maybe you just don't understand what the purpose of the roads is. There is a road planner modmod for VP you can check out if you wanna see what the AI is planning roads for which also lets you control how roads are planned.
 
As the person who wrote the AI road logic I think maybe you just don't understand what the purpose of the roads is. There is a road planner modmod for VP you can check out if you wanna see what the AI is planning roads for which also lets you control how roads are planned.
You are absolutely right, I don't have any idea why an automated worker would add roads/railroads to the sides of an existing road/railroads connection. It got to a point where "random" railroads were built alongside existing ones, making them two- or even three-wird. But like I said, I don't know if that is still the case, since I have long stopped using automated workers for that sole reason.
What I can remember, though, is that I was able to use the "build road to"-feature from city A to city B and the assigned worker would replace existing roads with railroads as I intended. Hopefully this small little QoL thing will return someday.

@JNZS13
Nice, thanks for the link!
 
You are absolutely right, I don't have any idea why an automated worker would add roads/railroads to the sides of an existing road/railroads connection. It got to a point where "random" railroads were built alongside existing ones, making them two- or even three-wird. But like I said, I don't know if that is still the case, since I have long stopped using automated workers for that sole reason.
What I can remember, though, is that I was able to use the "build road to"-feature from city A to city B and the assigned worker would replace existing roads with railroads as I intended. Hopefully this small little QoL thing will return someday.

@JNZS13
Nice, thanks for the link!
The total overhaul I made to the road logic was maybe one ore two years ago. Before that it didn't work, but not in the way you describe.
The AI will build roads near enemy borders for logistics reasons, maybe that's what you've experienced.
 
The total overhaul I made to the road logic was maybe one ore two years ago. Before that it didn't work, but not in the way you describe.
The AI will build roads near enemy borders for logistics reasons, maybe that's what you've experienced.
Can't recall the exact situation, but it might be the case. In Civ4, I wouldn't mind them mindlessly doing that. But in Civ5 with costs for roads/railroads it can cause some problems.
 
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.
Hype! I'm a little freaked out about my prospects of getting a religion on deity! On the other hand, at least the AI won't be as obsessed with taking renewal and open sky.
 
As someone who just puts workers on auto, I think the road planning is better than I would do myself, mostly because I forget. During my last war, I was pleased to learn the workers took it upon themselves to make roads to my forts and citadels as well as through costly terrain. I made sure that city was in perpetual WLTKD as a reward for services rendered to the empire.
 
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