Going for Gold: What remains that is "Broken"?

I feel there's too much space on huge with 12, probably depends on the map but looking for some early conflicts to occur too in case it gives the warmongers/authority a better chance. Maybe have an AI be eliminated too.
It is. Try 12 for Large and 16 for Huge to have similar civs/tiles ratio.
 
I would honestly consider how often the AI will find trade deals "impossible" broken right now.

I do agree with this. It can be quite frustrating to just be told "no, no way, I don't care that you offered me half your empire's cities, and all of your gold, there is no way I could part with this one meager luxury"

I don't mind stupidly expensive trade deals, I don't mind being told that I need to pay a king's ransom to get X. But by gum, if I'm willing to pay it, then give it to me!
 
I do agree with this. It can be quite frustrating to just be told "no, no way, I don't care that you offered me half your empire's cities, and all of your gold, there is no way I could part with this one meager luxury"

I don't mind stupidly expensive trade deals, I don't mind being told that I need to pay a king's ransom to get X. But by gum, if I'm willing to pay it, then give it to me!
Yet the AI never says impossible when you offer them free luxury while they don't need it.
 
I do agree with this. It can be quite frustrating to just be told "no, no way, I don't care that you offered me half your empire's cities, and all of your gold, there is no way I could part with this one meager luxury"

I don't mind stupidly expensive trade deals, I don't mind being told that I need to pay a king's ransom to get X. But by gum, if I'm willing to pay it, then give it to me!

I aim to finish my memory rework, a rewrite for coop wars, promise logic (to an extent), opinion modifiers, backstabbing penalties and some major improvements to war selection logic before I go on vacation later this week. Might not get all that done, but it's in the works.

(Already finished the new set of options, war score revision and many other fixes/improvements.)

Won't be able to get to the deal AI rework until sometime after my return, however. Maybe ask Gazebo for some interim changes. :)
 
One really big low hanging fruit for the war AI is focus firing. I literally always see 3 AI units attack 2 targets when they are both in range, and when the third attack would destroy one of the units rather than let both escape.

Edit: oh and city range should default to 2 to get rid of the stone age 4 archer rush.
 
I aim to finish my memory rework, a rewrite for coop wars, promise logic (to an extent), opinion modifiers, backstabbing penalties and some major improvements to war selection logic before I go on vacation later this week. Might not get all that done, but it's in the works.

(Already finished the new set of options, war score revision and many other fixes/improvements.)

Won't be able to get to the deal AI rework until sometime after my return, however. Maybe ask Gazebo for some interim changes. :)

take your time sir! And frankly if your going to vacation that soon I would rather just polish off a few things and get them bug free and good than try to blitz through a whole pile. Nothing so critical it can’t wait a few weeks:)
 
I find Polders to be one of the weaker components, given how late they arrive and how unfulfilling they are. They do get rather good boosts in Renaissance, however that is short lived and after that they fall behind. Their +1 Gold to adjacent Towns/ Villages should be buffed to 3.

Spoiler What Polders do :

Can only be built on Flood Plains, Marshes, and tiles with access to Fresh Water.

+3 Food, +2 Gold, and +1 Production.

+1 Gold for each adjacent Village or Town (Colonia).

+1 Production and +2 Gold at Economics, and +1 Culture at Chemistry.

Unlocks at Guilds.


Meanwhile, Sea Beggars are probably one of the strongest UU's. While Vanguard doesn't directly help with capturing ships, it makes them absolutely dominate the seas. Starting with Vanguard lets them demolish Cities. When unlocked they have no units to counter them until other Players pick up Navigation. Sea Beggars can dominate any Medieval ship and capture them. If they were Caravels, you can upgrade them into a Sea Beggar and make another navy from those.

Spoiler What Sea Beggars do :
They are available at Astronomy, instead of Navigation. They have +2 CS, from 40 base. They start with Vanguard and Supply and the ability to capture enemy ships (Prize Ships).
 
That's interesting. I've always envied the Netherlands Polders. They're pretty spammable on fresh water (kind of the opposite to Ekis I guess), and have excellent synergy with Goddess of Purity. I suppose they are situational though. And I may be biased because I like rivers, lakes, and bright colours lol.

As far as UIs go, French Chateaus are the ones that aren't particularly impressive to me.
 
I find Polders to be one of the weaker components...
Meanwhile, Sea Beggars are probably one of the strongest UU's.

So weak UI balanced by a strong UU.... is it really broken? Are they so strong you are embarrassed to play as them? Are they so weak you would want to lower your difficulty when playing as them?


Again I want to restress that because its so hard to get into our own balance preferences in every thread....but this isn't a balance thread, this is a broken thread. We aren't discussing if X is a bit stronger than Y, we are discussing if X is so strong it basically means Y doesn't exist.
 
Yeah polders seem fine to me. They aren't the countries main feature like some of the early game UI but that is always going to be true of mid game UI. They also replace farms which are often the weakest improvement anyway. It varies how many you can build but it is often quite a lot, a long river or any lake gives you access to rather a lot.
 
In the latest beta w/o the newest patch the jet fighters i got from Pentagon still started with no xp
 
I feel like garrison damage in weak cities needs to be looked at. It‘a really confusing that this scenario can lead to your units taking way more damage than they would if they were on any other tile.

For example I’m in the early modern era with field guns. I just conquered a (now 25 CS) city and garrisoned a (cover II) field gun there, assuming it was safe. Then Persia attacks the city with his own field gun and my garrison takes 80+ damage? It would be better off out in the open.
 
I can think of two things that would need more than just a small adjustment:
  1. World wonders are pretty binary; either you get a lot of them or you get none at all. I think I would prefer it if they were more spread out between players. This could for instance be achieved by tying the number of policies required to build wonders to the amount of wonders already built. I think the increased production is ineffective.
  2. Even with the nerf compared to vanilla the Range promotion is still completely broken. When I play against AI I limit myself by not taking it because otherwise the optimal military strategy for any situation is to level up ranged units. Getting one more range is so good that I think it would still be a worthwhile promotion if it gave you -60% RCS. If possible, I think this Promotion should be changed to allow attacking at one more range than normal, but if you do you only deal 25-30% of the damage that you would normally deal.
Sorry if these things were already mentioned, I didn't read the thread.
 
World wonders are pretty binary; either you get a lot of them or you get none at all. I think I would prefer it if they were more spread out between players. This could for instance be achieved by tying the number of policies required to build wonders to the amount of wonders already built. I think the increased production is ineffective.
I like both of these. More policies required or even more costly wonders for each wonder built.
 
I feel like garrison damage in weak cities needs to be looked at. It‘a really confusing that this scenario can lead to your units taking way more damage than they would if they were on any other tile.

For example I’m in the early modern era with field guns. I just conquered a (now 25 CS) city and garrisoned a (cover II) field gun there, assuming it was safe. Then Persia attacks the city with his own field gun and my garrison takes 80+ damage? It would be better off out in the open.



Garrison CS is currently bugged. It always adds half of the garrison's CS to the city CS, even if the garrison has higher RCS than CS. This also causes city RCS to be lower than it should be.
 
I think the earlygame AI in broad generality would be much improved if it escorted its civilians a whole lot more and did everything else with its military (mainly wandering around at random exploring) a whole lot less.

All too often I see random lone warriors or spears wandering far from the AI's land. They can't accomplish anything that way, they can't even kill camps because they're alone. The AI should keep all its foot near its territory to do important escorting/defend from pillage/prevent all its troops from being defeated in detail. If it wants to scout more it should build scouting units to do that, using foot to scout is an advanced tactic that the human can even overextend with, the AI has no place even attempting to do it.
This has been an issue for ages; I can't believe it wasn't brought up in this thread already. @ilteroi
 
ilteroi is more easily reached on Github.
 
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