Im in a new game, and I got islam with polytheism (2nd religion discovered globally again) very slow to spread compared to buddism (yep i got 3rd religion this time). buddism went through my cities like wild fire, so much so that I switched to buddism. Islam spread to one city just a couple turns ago...like 40-50 turns after I discovered it. Idk if theres anything to that.
This situation is a bit more unfair than the last situation where i dont know what happened (christainity refused to spread naturally, even without competition).
For the next version, I've made some adjustments to the way religion spreads. It will probably spread a bit faster... I just hope it isn't too much faster.
Edit 3: Invaded the mongols and they suicided alot of cats at well defend towns I took and 4 cats suicided on a solo infantry outside a city without follow up...
That would be the bug I mentioned earlier. It should be better in the next version.
Anything we can do to help you out, with either civ or in general, Karadoc?
Well, there probably is stuff you could help with, but I don't really like asking for stuff; and so nothing really comes to mind. One thing that may interest you (and others) is that
NikNaks has been working on an installer for K-Mod. I'm not really a great fan of installers in general; but this installer does have one significant advantage that I like: it comes bundled with some addition graphics add-on packs which you can optionally choose to install with the mod. For example, one of the packs is the blue marble thing I uploaded
here.
I think the installer is pretty much complete, but maybe you could contact him to help iron out the kinks, and test to make sure the add-on packs don't break multiplayer support, and stuff like that. (If it works correctly, people should be able to play multiplayer games in which different players use different graphics, without any kind of problems.) Also, it would be nice if the installer could gracefully deal with the kind of issues CaptainMidnight was talking about. (Does the mod really need to be in "
exactly the same drive and folder layout"? I didn't know that, and if it's true then it's a real pest.)
Anyway.. here's a bit of an update on the next version. I would say that's is basically ready to upload - except that I want to test it a bit more first.
The main change, in terms of programming, is that I've given the AI a way to aim for specific types of great people. ie. Every few turns, the AI will think about what it would do if it had each kind of great person. It evaluates how valuable the great people would be, and then it uses those values to determine the value of each type of great-person-points. -- Prior to this, there was some ad-hoc code which would help the AI get prophets for shrine, and artists for a cultural victory. That old code has now been removed and replaced with this new, more general code.
If all goes the plan, the new great-person stuff should help the AI to get the corporations it wants. Previously the AI would just rely on blind luck to get the right kind of great person; but now it will actually aim for them.
The bad side is that if I don't properly balance all the different values for building effects, productivity, science, culture, and so on, then this new system could actually hurt the AI by making them focus hard on some particular kind of great person when it isn't actually a good choice... I've already made a stack of changes to prevent that kind of problem; but there may be more changes required. (For example, I've increased the AI's value for culture in general, and decreased the value multiplier for culture-pressure; and I've done a similar thing with espionage value; I've fixed a few problems with the way corporations head-quarters are valued; ... and so on.) ... so I think it may need a bit more testing.
@Charles555nc. You've mentioned that the AI sometimes wastes a turn after landing with a naval invasion force. I think I fixed that problem today. Previously, whenever anyone moved a transport with cargo, the cargo would automatically be ungrouped. This is not only somewhat annoying for human players - it is also kind of confusing for the AI. When the AI landed its army, they wouldn't be in groups, and so they basically spent the next turn reorganizing themselves. I've changed it so that units can stay grouped when in transports as long as the transports they are in stay together; and I've told the AI to group all of its invasion force into one group when it lands.
One more thing.. in response to this:
Regardless - a most amazing and excellent job you are doing. The amount of time spent moving forward with CivIV will be increased by levels of magnitude by many, many people because of this work that you're doing. If you ever set up a pay-pal account, I'd bet you'd find some donations from some of us for all the time you're putting into this (and all the hours of fun and addiction that many, many of us players will benefit because of it)
I've added the following donation options to the (otherwise out-of-date) readme.txt for v1.12.
== Donations ==
If you like the work that I've done and feel compelled to send money to me, you may do so.
Paypal:
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=55FEBSZPPXJHQ
Bitcoin: 15kzyE5fvQvicfg2rtXppqKYD63t4rFCSt
I want to be clear that I'm not asking for money. This is just an option for people who like to show their appreciation with a gift.