Dominus the Mentat
Prince
- Joined
- Oct 29, 2018
- Messages
- 301
Hi, I don't know if this is the exactly thread to report this, but I have found some issues in MagisterModMod regarding the AI behavior:
1) The AI is too slow to expand by pacifical means. They take too long to build cities and are more inclined to take barbarian and other civilizations cities.
2) Some civilizations develop very slowly than others. The Sheaim, for example, sometimes only build one city besides their capital during all the game.
3) Barbarians conquer cities, but don't hold them. Instead of taking the city and hold it, the barbarians units just leave ir and go for the next prey (even if they are not successful).
4) Civilization units tend to not guard their cities in the beginning of games. Its pretty common to have one or two civilizations been destroyed because they prefer to use all units to explore and attack goblin forts instead of guard their capitals against barbarian units.
5) The AI builds many forts only to have resources. Maybe this is one of the motivations for the AI don't want to build other cities. The forts turns possible to the AI have cultural control over a tile with resources, making things pretty easy for them.
6) There is a issue with the Barbarian trait that civilizations with it don't lose the protection against barbarians units when having a high score.
7) The AI insists every turn for an POW exchange agreement. Its a bit annoying and I don't know well what is the mechanics that work in the POW agreement.
8) The AI doesn't ask for peace when losing an war (even when all its cities are conquered and only remains one). This doesn't occurs only between the player and the AI.
I'm attaching some saves to help find and fix the issues and thanks for the great work !
1) The AI is too slow to expand by pacifical means. They take too long to build cities and are more inclined to take barbarian and other civilizations cities.
2) Some civilizations develop very slowly than others. The Sheaim, for example, sometimes only build one city besides their capital during all the game.
3) Barbarians conquer cities, but don't hold them. Instead of taking the city and hold it, the barbarians units just leave ir and go for the next prey (even if they are not successful).
4) Civilization units tend to not guard their cities in the beginning of games. Its pretty common to have one or two civilizations been destroyed because they prefer to use all units to explore and attack goblin forts instead of guard their capitals against barbarian units.
5) The AI builds many forts only to have resources. Maybe this is one of the motivations for the AI don't want to build other cities. The forts turns possible to the AI have cultural control over a tile with resources, making things pretty easy for them.
6) There is a issue with the Barbarian trait that civilizations with it don't lose the protection against barbarians units when having a high score.
7) The AI insists every turn for an POW exchange agreement. Its a bit annoying and I don't know well what is the mechanics that work in the POW agreement.
8) The AI doesn't ask for peace when losing an war (even when all its cities are conquered and only remains one). This doesn't occurs only between the player and the AI.
I'm attaching some saves to help find and fix the issues and thanks for the great work !
Attachments
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Arcturus Thorne TURN-0009 (cities without protection).CivBeyondSwordSave147.2 KB · Views: 75
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Arturus Thorne TURN-0129 (AI Malakim doesn't develop).CivBeyondSwordSave286.5 KB · Views: 51
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Arturus Thorne TURN-0180 (Malakim still playing one city game).CivBeyondSwordSave717.3 KB · Views: 52
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Kane (2nd in score and peace with barbarians) TURN-0127.CivBeyondSwordSave341.8 KB · Views: 67