Hi you two.
Something in the versions after V24.2 came out has seriously hampered the AI's early development. This is after the Atl-Atl fix, on Rev 3179.
I am playing a Deity/Eternal game, Gigantic Map. Options include Minor Start and Ruthless AI and I am using/testing the Advanced Civics 2.0 by CIVPlayer8 (either of these might have something to do with it). To do this I had to increase the base happinesses on all difficulties so am including the Handicap XML file I am using.
I have also disabled some Religions which causes a bunch of XML errors in conjuncture with CIVPlayer8's civics files. Including the MLF file for DH's mods too.
I also removed the entries for the negative Traits as I didn't want them in the game until the Traits were fixed properly. This also causes XML errors with a lot of leaderheads. (was easier to click through those errors rather than modify all leaderheads *roll eyes*) I hope that has nothing to do with it.
I also tweaked the iTrain and iConstruct in the Speed XML file though that should have no bearing on the AI's performance. (somewhere in between LS latest modification and how it was in v24.2)
Already 609/14305 turns into the game my puny civilization has taken the lead in points over the 5 civilizations I have met. Of the 5 only 3 have 2 cities (should be all considering starting with two BoHSS) and checking the World Builder I find more with just one city and that I am equal or ahead of every other civilization in science already. My lonesome city is also among the largest in population already which could be due to most civilizations having
people in their cities. Why that would be when I set Noble Difficulty (which IS what the AI uses, right?) with a Happiness Bonus of 9 I have no clue but it could have something to do with CIVPlayer8's Civic changes.
If AI's base happiness is set elsewhere I'd be happy to know where and for the advanced civics to work AI's base happiness clearly must be fixed (or the starting
penalties reduced in his civics).
What I do notice, and this could be due to Ruthless AI, is that all civilizations have way too many units. Each city seems to have two groups, one in the city and one standing on a defensive position just outside of the city. Sure it's a Minor Start but even a quarter of those units would/should be enough unless preparing for war or in a war. Some can't be that as they seem not to even have met others (Portugal at the top left part of the World Map for instance can not have met anyone yet).
Speaking of Portugal, there's a prime example of an AI not hunting for animals. Their own little island is littered with animals and their sole Wanderer is hiding out beside Lisbon.
I am including the save as well as the BBAI log (set to 3). I hope it's the right log to give you guys.
I hope these files and the example game will help iron out some chinks in the AI machinery.
Cheers
EDIT: Don't know if this matters but I had the option Require Complete Kills active too. Could that cause the AI to build more units to avoid annihilation?
Cheers
Something in the versions after V24.2 came out has seriously hampered the AI's early development. This is after the Atl-Atl fix, on Rev 3179.
I am playing a Deity/Eternal game, Gigantic Map. Options include Minor Start and Ruthless AI and I am using/testing the Advanced Civics 2.0 by CIVPlayer8 (either of these might have something to do with it). To do this I had to increase the base happinesses on all difficulties so am including the Handicap XML file I am using.
I have also disabled some Religions which causes a bunch of XML errors in conjuncture with CIVPlayer8's civics files. Including the MLF file for DH's mods too.
I also removed the entries for the negative Traits as I didn't want them in the game until the Traits were fixed properly. This also causes XML errors with a lot of leaderheads. (was easier to click through those errors rather than modify all leaderheads *roll eyes*) I hope that has nothing to do with it.
I also tweaked the iTrain and iConstruct in the Speed XML file though that should have no bearing on the AI's performance. (somewhere in between LS latest modification and how it was in v24.2)
Already 609/14305 turns into the game my puny civilization has taken the lead in points over the 5 civilizations I have met. Of the 5 only 3 have 2 cities (should be all considering starting with two BoHSS) and checking the World Builder I find more with just one city and that I am equal or ahead of every other civilization in science already. My lonesome city is also among the largest in population already which could be due to most civilizations having
people in their cities. Why that would be when I set Noble Difficulty (which IS what the AI uses, right?) with a Happiness Bonus of 9 I have no clue but it could have something to do with CIVPlayer8's Civic changes.If AI's base happiness is set elsewhere I'd be happy to know where and for the advanced civics to work AI's base happiness clearly must be fixed (or the starting
penalties reduced in his civics).What I do notice, and this could be due to Ruthless AI, is that all civilizations have way too many units. Each city seems to have two groups, one in the city and one standing on a defensive position just outside of the city. Sure it's a Minor Start but even a quarter of those units would/should be enough unless preparing for war or in a war. Some can't be that as they seem not to even have met others (Portugal at the top left part of the World Map for instance can not have met anyone yet).
Speaking of Portugal, there's a prime example of an AI not hunting for animals. Their own little island is littered with animals and their sole Wanderer is hiding out beside Lisbon.
I am including the save as well as the BBAI log (set to 3). I hope it's the right log to give you guys.
I hope these files and the example game will help iron out some chinks in the AI machinery.
Cheers
EDIT: Don't know if this matters but I had the option Require Complete Kills active too. Could that cause the AI to build more units to avoid annihilation?
Cheers