K-Mod: Far Beyond the Sword

Nice tip about rally points PieceofMind. What do you do if you want to cancel the rally point(s) later on?
 
You can reset the rally point by setting it to the city's tile, the same way you would for any tile. If you do this, the little yellow circle which usually shows where the city's rally point is will disappear. You can play around with it a bit to get a feel for it, but IIRC if you reset a rally point while you have multiple cities selected they all get reset too.
 
Two turns later hes doing 176 research with a total of 4 cottages and 46 base commerce (according to the tooltip).
 
Weird I took Sparta from Alexander, and there was a grassland with fresh water lake and it has 2F 1H and it's impossible to farm. Because apparently the game says it's already farmed and the farm graphic is there.

The game thinks it's still a forest though and I can't change it.
 
Two turns later hes doing 176 research with a total of 4 cottages and 46 base commerce (according to the tooltip).

He tuned his research slider to 100%.

(46:commerce: +50% (Bureaucracy) ) * 100% (slider): 69:science:
+6:science: from specialists: 75:science:
+135% (from buildings): 176.25:science:

Even though the land around his capital is not very improved, keep in mind that because it's his capital a significant amount of the base commerce is coming from trade routes (18:commerce:) and palace (8:commerce:).
 
Maybe the game will be more fun for me, when and if it is less likely that ais get vassaled super early, like the building wonders with no defense and losing cities type situation. It can effectively double your tech rate (and you can often get whatever wonder they were building). Theres always one super ai with one or two vassals, on another continent, and that makes them always 8 techs ahead of the rest of the world. And thats just not fun for me.

I really must give up on adding great specialists to my cities, they are terriblely balanced in regards to getting instant tech. 2000+ research points vs some gold per turn that doesnt scale with marketplaces or grocers etc etc.

One or two academys arent bad either but then again they scale with multipliers and great merchant specialist gold, for example, does not.

Even a research penalty for vassaled countries might make it more bearable. But idk how many people feel this way.
 
It's true that the system compares the existing civic value with an alternative, but the key idea is that the evaluation of a civic still depends on whether you are actually using that civic or not.

For example, consider a civic which adds +3 :), and you have a city which is currently at +1 :). If you are considering switching to the civic, then the happiness bonus will not be very valuable to you because your city is already happy. But if you are considering switching away from the civic then the happiness bonus is very valuable - because without it you'd have 2 :mad:.

Here's an example of how `iS` is used in the code:
Code:
iValue += (iCities * 10 * iS * AI_getHappinessWeight(iS*kCivic.getExtraHappiness(), 0)) / 100;
Notice that `iS` is used twice here. When switching away from the civic, the coefficient at the start will be negative but the happiness coefficient will also be negative – and so the final value will still be positive.

Interestingly, this to/from difference in the evaluation existed in some parts of the original AI for civics but it was removed by the author of the 'Better AI' mod because he thought it was a bug. The result of removing it was that the AI would sometimes switch back and forth between civics. For example, they'd switch to Representation for +:), but then once they had the :) they'd switch back to Universal Suffrage because they thought they didn't need the :) from Representation anymore.

Ideally it would probably be more accurate to evaluate civics by evaluating the effect differences between the current civic and the new civic individually rather than evaluating each entire civic independently. That's what I would do if I was writing the AI from scratch. But it would be quite a lot of work to change it now.

Ah, thank you very much for the explanation; I think it makes sense to me now!

Instead of asking "how much is this much happiness going to help my cities?" you ask "how much is this unhappiness going to hurt my cities?". And then you take that negative/unhappy value, flip the sign, and you've got a representation of the positive effect of the current civic; that's clever :)

-Josh
 
I think I just located a Firaxis bug in CvPlot::canTrain near line 10054:

Code:
CvCity* pCity = getPlotCity();

if (GC.getUnitInfo(eUnit).isPrereqReligion())
{
	if (NULL == pCity || pCity->getReligionCount() > 0)
	{
		return false;
	}
}

I believe isPrereqReligion means "some religion must be present", in which case the correct behavior is to return false when getReligionCount() is 0:

Code:
if (GC.getUnitInfo(eUnit).isPrereqReligion())
{
	if (NULL == pCity || pCity->getReligionCount() == 0)
	{
		return false;
	}
}

I don't even know if that tag is used in the standard game but I figured I'd report it because it sure looks broken to me.

-Josh
 
How do I get the BUG interface options to appear in game?

I know hat BUG is built into K-Mod, but when I am in game I can not find the options to use the advanced interface displays that are available when I use just the BUG mod. I am talking about the displays that give extra information such as production/science/commerce yields for buildings, great person progress, etc..

Thanks.
 
So here is a question for all the K-mod experts:

I am trying to make Zara vote me as his Big Brother. He likes me more than the other Gangnam-style dude, but to make things certain I gift him all my techs and send him to war against Korea. And then, next turn he votes for the guy he is at war with :dunno:? He would not even abstain? Was it like this in vanila? Or K-mod civs became so smart they wont vote to end game when they hope to win themselves (he is half way from Cultural victory). Or perhaps this is bug, otherwise why would war enemies vote for each other?
 

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Maybe the game will be more fun for me, when and if it is less likely that ais get vassaled super early, like the building wonders with no defense and losing cities type situation. It can effectively double your tech rate (and you can often get whatever wonder they were building). Theres always one super ai with one or two vassals, on another continent, and that makes them always 8 techs ahead of the rest of the world. And thats just not fun for me.

I really must give up on adding great specialists to my cities, they are terriblely balanced in regards to getting instant tech. 2000+ research points vs some gold per turn that doesnt scale with marketplaces or grocers etc etc.

One or two academys arent bad either but then again they scale with multipliers and great merchant specialist gold, for example, does not.

Even a research penalty for vassaled countries might make it more bearable. But idk how many people feel this way.

All specialist output is affected by multipliers, including settled great people
 
Ctrl+Alt+O

*facepalm* I just realized that I forgot to load k-mod when I started the game.. After pouring about 6 hours into a game I figured it out. While playing, I remember thinking "The K-mod AI really is not that impressive." Then I figured out I was playing 3.19..

Anyway - Great mod! I am enjoying the game.
 
Tigranes: attaching a save to some of these posts might be helpful to either address or explain what is happening. How do karadoc and others log AI behavior, is it through the normal debug mode?
 
Well, I can't believe this actually happened, but it did. I have finally grown bored of Civ. I've been playing Civ since Civ 2 when I was about 13 years old. I skipped school to stay home and play it a couple of days back then in grade 9 and Civ 3 and Civ 4 definitely chewed up some time I should have been working on essays in university. The amount of time I've spent playing Civ 4 is truly astounding, and far more time than I've spent on any other game. I was tiring of Civ 4 a little over a year ago and about to give it up, but Kmod got me back into it. I want to thank Karadoc for giving me an entire year extension of life on this game, and during that year I had a good 30 or so games. I won't be playing Civ 5 so I guess this is the end of the Civ franchise for me, for the foreseeable future. I can't tell you how many times I was walking down the street or sitting on a bus and thinking about the current civ game I was playing and what my strategic options were, but alas, all good things must come to an end. Thanks, Karadoc! I don't know what you do for a living and perhaps it's unrelated to gaming, but if I ever find out you are part of the production team for a game I will be inclined to purchase it. See you in Dota!
 
Well, I can't believe this actually happened, but it did. I have finally grown bored of Civ.

Have you ever try any of the RFC mods? :mischief:
 
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