General A New Dawn discussion

Aren't some AIs coded to prefer some civics over other? Maybe Wilhemina is just preferring more Republic than Monarchy.

Yes, but it is generally very slight. And that effect will be in the logs too.
 
Yep. Every single valuation to each part of the modifiers on a civic are logged under the verbose BBAI, so it should make things quite clear, quite quickly.

Enabled it and looked at the shortcuts for initiating the logging. It gets put in the AND directory correct?


...

Just ran through some turns, and minimized the game to look at the log... I think I did something wrong? :lol:
Alt-L and it starts logging, I have BBAI set to 3, and when I take a peek at the file it mostly is filled with "So and so attitude towards X changed from ' ' to [___]". At 602-turn it shows "Civics Change: Wilhelmina(Netherlands) from 'Republic' to 'Monarchy'" but nothing else. Is that what BBAI 3 is supposed to show?

(Also at the very start of this, France 'convinced' Babylon to declare war on me, even though France and I aren't at war. Never seen that happen before :lol:


Attaching the .txt file BUG's logging produced just in case, but I'm pretty sure I didn't do it right =/
She went out of Republic shortly after she wiped out Spain, so I'm thinking she changed into it just for the military bonus
 
Well then I did something wrong then, since I don't see anything to that effect in the log that BUG produced for me :lol:

Wrong log. You need to turn on BBAI logging, it's near the top of the logging tab, something named like "BBAI logging level". It will save to BBAI.log, in Documents/My Games/Beyond The Sword/logs
 
Wrong log. You need to turn on BBAI logging, it's near the top of the logging tab, something named like "BBAI logging level". It will save to BBAI.log, in Documents/My Games/Beyond The Sword/logs

That's set to 3 already, and there is a BBAI.txt file in the logs folder there but it's from way back during the last Testing Phase we had. I guess BUG just didn't save the setting? Will try again anyway. It's only a few turns long (She switched out of Republic shortly after the save I had)
Scratch that. Ended up overwriting the only save I had from while she was still running Republic so I can't go back to try again >_>

*EDIT* Scrolled through the Event Log though in-game, and around 1511AD she declared war on Franco. Around 1525AD she made the switch to Republic (Along with several other civic changes) and stuck with that until just a few turns after she conquered all of Spain and Franco left the game. After that she changed back to Monarchy - so I'm assuming she switched for the Military production bonus.



On another note, but is anyone having issues with the Ctrl-M "Stop/Change Music" shortcut once you hit the Industrial?
Lately, no matter how many times I press it, the music just keeps on playing. Will play while in the city screen or while I'm talking to other leaders too - it's like the background music just... Takes priority over everything else.
 
That's set to 3 already, and there is a BBAI.txt file in the logs folder there but it's from way back during the last Testing Phase we had. I guess BUG just didn't save the setting? Will try again anyway. It's only a few turns long (She switched out of Republic shortly after the save I had)
Scratch that. Ended up overwriting the only save I had from while she was still running Republic so I can't go back to try again >_>

*EDIT* Scrolled through the Event Log though in-game, and around 1511AD she declared war on Franco. Around 1525AD she made the switch to Republic (Along with several other civic changes) and stuck with that until just a few turns after she conquered all of Spain and Franco left the game. After that she changed back to Monarchy - so I'm assuming she switched for the Military production bonus.

Am I the only person that turns autosave intervals up to like 50, so I never lose a save? :(

It is impossible to speculate why the AI did or didn't do something with a topic as complex as civics. Logs are the only way to tell.

As for BUG not saving settings, you do run Civ4 as administrator, right?
 
Am I the only person that turns autosave intervals up to like 50, so I never lose a save? :(

It is impossible to speculate why the AI did or didn't do something with a topic as complex as civics. Logs are the only way to tell.

As for BUG not saving settings, you do run Civ4 as administrator, right?

I keep forgetting to personally :lol:
Mine's set to every several turns I think...


True enough. It was a very convenient coincidence though, switching to a +% Military Production civic right after declaring war then switching out of it once finished.


Yeah I do, though I read somewhere BUG options required you to save the game twice before they'd 'stick' for some reason? I've always had it on 2 up until now.
 
Yeah I do, though I read somewhere BUG options required you to save the game twice before they'd 'stick' for some reason? I've always had it on 2 up until now.

Works the first time for me.
 
I'm in the middle of a new game (haven't really played in a while since I've been working on new stuff) and I'm noticing that Health isn't as important as it could be. I'm seeing Medieval Era cities with double-digit health cushions without Aqueduct or Sewer System, and I don't think that's a good situation. I would like to propose a couple of changes to make Health harder to accumulate.

  • Remove the +1 health from Horse. I think Horse is important enough as a strategic resource that it doesn't need any additional bonuses.
  • Remove the +1 health from Public Works. I think Public Works is really good already - I used to use it from the mid-Classical Era (whenever I decide to make a civic change to it) until Industrialism when Workhouses go obsolete. I haven't tried the new versions yet. Regardless of that, I don't think Public Works should grant health on its own; I think it should be restricted to granting health from buildings like Aqueduct.
  • Add +1 unhealth from Stable and Knight's Stable. I think keeping lots of animals in close proximity would serve as a disease reservoir. I also want to make Stables a little less of a build-in-every-city building.
 
I'm in the middle of a new game (haven't really played in a while since I've been working on new stuff) and I'm noticing that Health isn't as important as it could be. I'm seeing Medieval Era cities with double-digit health cushions without Aqueduct or Sewer System, and I don't think that's a good situation. I would like to propose a couple of changes to make Health harder to accumulate.

I agree, I have seen the same thing. Generally health is much easier to keep high than happiness.
  • Remove the +1 health from Horse. I think Horse is important enough as a strategic resource that it doesn't need any additional bonuses.
  • Remove the +1 health from Public Works. I think Public Works is really good already - I used to use it from the mid-Classical Era (whenever I decide to make a civic change to it) until Industrialism when Workhouses go obsolete. I haven't tried the new versions yet. Regardless of that, I don't think Public Works should grant health on its own; I think it should be restricted to granting health from buildings like Aqueduct.
  • Add +1 unhealth from Stable and Knight's Stable. I think keeping lots of animals in close proximity would serve as a disease reservoir. I also want to make Stables a little less of a build-in-every-city building.

All good suggestions. Another idea I had is to reduce the healer's hut from +2 health to +1 health. (Seems a bit strange the most powerful health building is a healer's hut). Also maybe it should obsolete when Aqueducts become available?
 
All good suggestions. Another idea I had is to reduce the healer's hut from +2 health to +1 health. (Seems a bit strange the most powerful health building is a healer's hut). Also maybe it should obsolete when Aqueducts become available?

Healer's Hut is only +1 health to start. It is an additional +1 when running Charity, so that's why you often see +2. I think it's worth keeping around. I'm noticing that city sizes start to jump in the late Medieval Era once you get Crop Rotation's +1 food per farm bonus and Bakeries and Artesian Wells in your cities. I still think taking those bonuses off is worth doing.
 
Healer's Hut is only +1 health to start. It is an additional +1 when running Charity, so that's why you often see +2.

Fair point. I only look at the actual effects most of the time.

I'm noticing that city sizes start to jump in the late Medieval Era once you get Crop Rotation's +1 food per farm bonus and Bakeries and Artesian Wells in your cities. I still think taking those bonuses off is worth doing.

I nerfed Artesian Wells and Bakeries already. What bonuses are you thinking of removing, besides those you already listed?
 
I nerfed Artesian Wells and Bakeries already. What bonuses are you thinking of removing, besides those you already listed?

Just the bonuses I already listed. My big early Renaissance cities are having to build Aqueducts now. So I think we're getting close enough to the right point that we don't need to remove anything else.
 
I'm in the middle of a new game (haven't really played in a while since I've been working on new stuff) and I'm noticing that Health isn't as important as it could be. I'm seeing Medieval Era cities with double-digit health cushions without Aqueduct or Sewer System, and I don't think that's a good situation. I would like to propose a couple of changes to make Health harder to accumulate.

  • Remove the +1 health from Horse. I think Horse is important enough as a strategic resource that it doesn't need any additional bonuses.
  • Remove the +1 health from Public Works. I think Public Works is really good already - I used to use it from the mid-Classical Era (whenever I decide to make a civic change to it) until Industrialism when Workhouses go obsolete. I haven't tried the new versions yet. Regardless of that, I don't think Public Works should grant health on its own; I think it should be restricted to granting health from buildings like Aqueduct.
  • Add +1 unhealth from Stable and Knight's Stable. I think keeping lots of animals in close proximity would serve as a disease reservoir. I also want to make Stables a little less of a build-in-every-city building.

Why do you feel that players must specialize their cities? That is sooo limiting on gameplay options and impo dead wrong thing to do. :(

Wish you all would not go down that path. Also disagree with adding more :yuck: thru stables.

JosEPh
 
Why do you feel that players must specialize their cities? That is sooo limiting on gameplay options and impo dead wrong thing to do. :(

I disagree strongly, and pretty much every strategic/advanced player will tell you city specialization is the way to win.

Specialization is the best way to play.
 
I receive sometimes the popup message saying that "the citizens of X city are rightfully asking to join the Y empire" in a city where i have very strong culture (99%) and the Y empire has at most 1% culture.OK, i realise that it happens in a city that i have conquered from the Y empire but i repeat that i have almost assimilated the city.
 
I receive sometimes the popup message saying that "the citizens of X city are rightfully asking to join the Y empire" in a city where i have very strong culture (99%) and the Y empire has at most 1% culture.OK, i realise that it happens in a city that i have conquered from the Y empire but i repeat that i have almost assimilated the city.
Looking at the code, this should happen when you had at least one revolt in that city. I remember seeing that popup too, although it's rare. So city flipping probably works ok, it's just something rare because AI is smart enough to avoid it.
 
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