New Beta Patch - 1/15

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BTW. The handling of great people could be improved (if possible, since it has been putting them in danger as long as I can remember). In the picture above this great general keeps standing on that hill without protection - turn after turn. I'm just ignoring it.

Please post a bug report on Github.
 
BTW. The handling of great people could be improved (if possible, since it has been putting them in danger as long as I can remember). In the picture above this great general keeps standing on that hill without protection - turn after turn. I'm just ignoring it.

The AI is like Jekyl & Hyde guarding their Great People like Generals & Admirals. One minute they are really well protected behind the lines, giving support, the next out in the open. I will gladly get a unit doing a suicidal mission to kill one, though in some case don't have to risk much at all.
 
That's instant tourism, not base tourism.
Where are you finding tourism? I know that there was some consideration for average instant tourism to be included on the tourism screen, and I thought it had been implemented.
 
Anyone had the issue where the specialist spot for merchant, scientist and diplomat are bugged?
These specialist does not give any stats when used.
 
Anyone else run into a bug where the AI offers a peace deal they themselves won't accept? Askia is willing to make peace, offers me a peace deal, but I can't actually "Accept" it. He refuses every time a deal he himself offered, and now I'm permanently locked in war with him unable to ever make peace.

I'm aware of the whole post to github thing, but I want to know if anyone else has ever run into it on this version.
 
Anyone else run into a bug where the AI offers a peace deal they themselves won't accept? Askia is willing to make peace, offers me a peace deal, but I can't actually "Accept" it. He refuses every time a deal he himself offered, and now I'm permanently locked in war with him unable to ever make peace.

I'm aware of the whole post to github thing, but I want to know if anyone else has ever run into it on this version.

Not again...
 
Would it be at all possible to entertain the notion of a community switch to enable barbarians to heal outside of their encampments? It would bring a much more versatile aspect to the eras where barbarians are raging, especially with the AI now being quite effective in combat tactics... I swear I have come across some camping an encampment for XP gain, or waiting for me to take the hits until they swoop in for the loot ;p

If not, could someone point me to the direction of parameters for achieving this whilst keeping it VP friendly.
 
I have the same problem but I feel they are added with some delay ? I am not sure.

I have noticed some delays and slowness with the city screen (including when adjusting specialists), so I don't think its a true bug, but rather a delayed response in the UI.

I've also noticed that when the end turn is running and I go to a city to make adjustments the screen is often unresponsive, and I have to leave the city and come back to make adjustments. This is much more noticeable in this version as compared to the last.
 
I have noticed some delays and slowness with the city screen (including when adjusting specialists), so I don't think its a true bug, but rather a delayed response in the UI.

I recall Gazebo saying the same thing.
 
As has been said a few times, the AI make peace 'out of nowhere' when uncalled for. A coalition of opportunists; the Mongols (me), the Zulus (has a massive fleet; many more ships are not in sight) and the Netherlands with their city breaching 'Sea Beggars' are attacking the Huns.

Suddenly both the Netherlands and the Zulus peaced out, leaving this 'smorgosboard' behind, almost completely untoched; the exception being Melbourne which was liberated by the Dutch. The huns would have been history if we all had sticked to finish them off. The Zulus should had been interested in more than killing a few units, since their only chance of victory would be a domination victory - and they're on their way achieving it, and probably had been even further down that path if it weren't for this continuous process of 'peacing out' for no particular reason.

In the picture below, we see the zulus just having called off an unchallanged attack - the huns simply has no ships left. Yes, taking the city with ships only wouldn't be good but the city will fall in just a few turns due to the amount of ships that were attacking it - 'CALAIS' can even be attacked from 3 squares due to it's poor coastal position (7 attacks each turn, also counting the ranged ships) On the other hand it would give science & culture if they simply had captured it.

Spoiler and they pull out... :
upload_2021-1-24_21-50-13.png


I'm also attacking them from the east:
Spoiler second front :
upload_2021-1-24_21-52-59.png


Two cities has already fallen, Melbourne and Haarlem:
Spoiler Third front :
upload_2021-1-24_21-54-22.png
 
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As has been said a few times, the AI make peace 'out of nowhere' when uncalled for. A coalition of opportunists; the Mongols (me), the Zulus (has a massive fleet; many more ships are not in sight) and the Netherlands with their city breaching 'Sea Beggars' are attacking the Huns.

Suddenly both the Netherlands and the Zulus both peaced out, leaving this 'smorgosboard' behind, almost completely untoched; the exception being Melbourne which was liberated by the Dutch. The huns would have been history if we all had sticked to finish them off. The Zulus should had been interested in more than killing a few units, since their only chance of victory would be a domination victory - and they're on their way achieving it, and probably had been even further down that path if it weren't for this continuous process of 'peacing out' for no particular reason.

In the picture below, we see the zulus just having called off an unchallanged attack - the huns simply has no ships left. Yes, taking the city with ships only wouldn't be good but the city will fall in just a few turns due to the amount of ships that were attacking it - 'CALAIS' can even be attacked from 3 squares due to it's poor coastal position (7 attacks each turn, also counting the ranged ships) On the other hand it would give science & culture if they simply had captured it.

Spoiler and they pull out... :


I'm also attacking them from the east:
Spoiler second front :


Two cities has already fallen, Melbourne and Haarlem:
Spoiler Third front :
If i might ask what map script is this? also the name of religion icons modmod?
 
DiploV on turn 412 Rome. Standard/Emperor/Communitu (4uc/EAW/ENW). 9 civs/12 CS.

Normal test for new 1.15 with Augustus. (Aut/Statecraft/Imperialism/Order).

Unusual start in Tundra near the north pole but could not pass an easy Silver monopoly. Pantheon of Stars and sky carried an isolated Autorithy Rome until Renaissance. No plantations for my Latifundii. Founded second with Hero worship/Order/Cathedral into Zealotry and closing with Crusader spirit: perfect warmongering religion.

Defended the East from Iroquais with a fortified isle (3 forts/2citadels/1 city) and invaded the Brazilian/Incan continent in the south. Obliterated Brazil, vassalized Inca and on first egemony council cashed in the victory (29 Rome + 11 Inca).

America fought a bit with Iroquais, Inca, Brazil but never touched me. America and Egypt stayed friendly and sealed a DP with Rome through the whole game both racing for a SV that never come close. German was destroyed in Classic by Inca, Ethiopia vassalized by Iroquais in Medieval.

Few notes/bugs:

_ using a Rocket missile anytime on anything it's a CTD so beware to save before trying. I do not think it's my installation. 100% repeatable with any missile unit.

_ AIs do not use air units. They build them but no interception by fighters, no bombing, nothing. I did not see AA either. My airforce was operating undisturbed. It was not a game winner: the Navy already won the war world and the Carriers arrived late for a unrequired nuclear incursion on Egypt/Iroquais/Ethiopia continent. Frigates (then Dreads/Battleships) with logistics and Submarines (then Attack submarines) with an Ironclads screen (then Destroyers/Modern destroyers) could snipe any invading force from the east, anything that came closer would face the artillery barrage from the inland. Some battleships and destroyers were specialized in siege cities.

_ Ais exposed sometime his Generals and Admirals to my units: i'll gladly lose a unit for an enemy commander.

_ the combination of forts/citadels then mine field secured the east front through the whole game.

Linear game. I could stay for a Domination but deploying and organizing 162 units every turn is quite tiring.

Great fun !
 
As has been said a few times, the AI make peace 'out of nowhere' when uncalled for. A coalition of opportunists; the Mongols (me), the Zulus (has a massive fleet; many more ships are not in sight) and the Netherlands with their city breaching 'Sea Beggars' are attacking the Huns.

Suddenly both the Netherlands and the Zulus peaced out, leaving this 'smorgosboard' behind, almost completely untoched; the exception being Melbourne which was liberated by the Dutch. The huns would have been history if we all had sticked to finish them off. The Zulus should had been interested in more than killing a few units, since their only chance of victory would be a domination victory - and they're on their way achieving it, and probably had been even further down that path if it weren't for this continuous process of 'peacing out' for no particular reason.

In the picture below, we see the zulus just having called off an unchallanged attack - the huns simply has no ships left. Yes, taking the city with ships only wouldn't be good but the city will fall in just a few turns due to the amount of ships that were attacking it - 'CALAIS' can even be attacked from 3 squares due to it's poor coastal position (7 attacks each turn, also counting the ranged ships) On the other hand it would give science & culture if they simply had captured it.

Spoiler and they pull out... :


I'm also attacking them from the east:
Spoiler second front :


Two cities has already fallen, Melbourne and Haarlem:
Spoiler Third front :

You say that they peaced out uncalled for, but then you say you have captured two of their cities. They might have been able to take Calais, but from the AIs perspective you're winning the war. Why would they not want peace?
 
You say that they peaced out uncalled for, but then you say you have captured two of their cities. They might have been able to take Calais, but from the AIs perspective you're winning the war. Why would they not want peace?

I think he meant by that that the other AI warmongers should have kept up the war. Not that the defending party shouldn't have tried for peace.
 
Standard Communitas_79 Deity with Arabia (no ancient ruins). SV on 387.

Spoiler :

upload_2021-1-26_17-35-8.png



Finally got my Tall victory in. After about 8 bad starts (I would get to medieval and get curbed stomped by the AI), I think I finally got the hang of how many units I need to build early to stay defensible on Deity. Its tricky just because you feel more pressure on deity and so you want to get your infrastructure up as soon as possible, but the AI does not mess around and will just snipe you.

In this game, my capital has very few hammers, so I went the left side of Tradition to get the engineer as quickly as possible. This meant I was forgoing early wonders (no culture = no wonders) in favor or quicker expansion and more infrastructure. With the power of bazzars and spirit of the desert I still managed to sneak in a religion. I stabilized and formed a defensive line against Siam with my camel archers. I had forests on the east to help against Venice, though Venice and I became best of friends and DP buddies for most of the game. Siam and I would have a war every so often, but Siam could never breach my defenses.

Unlike my last attempts at Tall, I was able to snag 6 cities by including a decent island to the south west that was very defensible. Ultimately I find 6 cities is really the sweet spot for Tradition, it gets you just enough extra gold, production, and supply to help you stay competitive against the big civs out there. While 5 cities is faster on science, culture, and tourism....its much more brittle, and if the AI gets nasty with you, I find you don't always have the tools to counter.

My goal was to use Order and go CV this game, as I was curious about its synergy with Arabia, who has always been a staunch freedom play from me.

I got Dictatorship of the Proletariat and cultural revolution as my tier 2 tenants, and watched the tourism fly! 4 other civs went order along with me, so I was racking up the tourism. But my rival was Greece with Freedom, but I still managed the 50% bonus for happiness over him, so I was still pushing good and hard.

One of the fun aspects of this game was how close all the civs were. All 8 civs were still in the game, and everyone was competitive on Techs. There were no real runaways in this game, everyone was in it in one form or another. It was also weird because not a single civ went Autocracy, so it was pure Freedom vs Order.

I got to Internet and then went for the musician push. I faith bought 4 musicians, and then used Hero of the People as my last tier 1 pick to gain an additional musician, plus a natural born muscician. I pounded Greece, and though I made a huge dent, I didn't think I would finish the gap faster enough, so I pivoted to SV.

Ultimately SV turned into an easy victory. Once again though I was the 3rd to get all of the SS part techs....I won with ease. No other civ had finished more than 1 part. I had several diplomats and thieves in their cities, and looking at them not a single city was building a SS part that I could see, so I don't know what the heck the AI was doing but it certainly wasn't trying to win:)


My notes:

1) Order is really good for CV, that 50% boost is amazing, and the other one gives you an extra +5 tourism to every great work which is no slouch. Combine that with the free musician for hero of the people if you time it right, and I'm starting to wonder if Order just doesn't flat out beat Freedom on tourism. On the other hand, my culture was ultimately "low" for a true CV, and I didn't not finish my second tier 3 tenant until I was almost done with my spaceship....so perhaps the extra culture from freedom balances it out.

2) I'm still not impressed by Spaceflight Pioneers. I had 9 manufactories, more than I can ever remember getting, and rushing a part in my 50 pop capital gave me ~2500 prod, basically 1-2 turn worth of part building for the capital. It just never seems that great compared to getting Great Leap Forward and just moving through the tree all the quicker.

3) Ultimately I think an CV was doable this game. We had the +33% GS, -33% writers a good portion of the game which slows down the culture play a bit. With a slower tech speed and faster culture I think CV might have been the preferred play.

4) So in general the AI was very "nice" to me this game in the WC. I had very few votes most of the game, not even enough to propose a policy. I always feared sanctions or travel ban was going to knock me down, but it never came. The AI seemed concerned with other civs and just left me be to do my work, which I guess since my score was near the bottom makes some sense.

5) I had Hexxon this game, and honestly I've been underestimating it, as its wonderful for Tall. The office bonus is okay for a Tall civ who often struggles for strategics, but the real gem is the 10% production per TR to a franchise city. My Capital exploded in production, and was a true carry the entire game, basically making everything I need.

6) Next game I plan to turn tech trading off. So right now Deity does feel too easy....while yes I did lose 8 times in a row that was really getting a feel for how to set up proper deity defenses. But so far once I've gotten past that part of the game I haven't lost once, and that does not seem right for someone who just got to Deity (and who has struggled on Immortal in the past). Perhaps tech trading is allowing me to rubber band more than I'm "supposed to", and so I'm staying competitive, though I am sure the other AIs are tech trading with each other so we will see if it really makes a big difference.

7) The HG to me is a nonviable wonder on Deity at the moment, unless I was playing Poland or something with ridiculous early culture (and maybe not even then). The AI beelines for that thing like no ones business. Though I often see it go in the early 60s turn wise, I have seen it go as fast as the early 50s (and that's without ancient ruins). So its too much of a gamble, honestly getting Roman Forum is a good wonder (using it to snag an early faith or culture ally is actually a big boost), and its much much easier to get. So if I'm going mathematics I never both even looking at the HG.

I would love to hear Deity vets experience there, is there a way to bag the HG, or is it basically a civ specific wonder now?
 
7) The HG to me is a nonviable wonder on Deity at the moment, unless I was playing Poland or something with ridiculous early culture (and maybe not even then). The AI beelines for that thing like no ones business. Though I often see it go in the early 60s turn wise, I have seen it go as fast as the early 50s (and that's without ancient ruins). So its too much of a gamble, honestly getting Roman Forum is a good wonder (using it to snag an early faith or culture ally is actually a big boost), and its much much easier to get. So if I'm going mathematics I never both even looking at the HG.

I would love to hear Deity vets experience there, is there a way to bag the HG, or is it basically a civ specific wonder now?

Other than stonehenge/pyramids any early wonder will be something of a gamble. I can and have build all of the early game ones at various points but it is mostly opportunistic rather than forcing because that is risky. If you really want HG you can probably get a quick engineer with tradition and get it that way. Engineer means you don't waste loads of production if you miss.

If you are first to a tech you can try to hard build thing but that is hard to do. Plus you need to discover everyone to know. GL rare to get to first but on the plus side you don't need to discover everyone to tell if you got to writing first.

Mostly I just build pyramids and then engineer out something else depending on what is left un-built.
 
Anyone had this frustration where after you liberate city states, your melee unit will be moved out of the city and usually it ends up at the most vulnerable position (instead of returning to the position where it attacks from).
If only we can decide which tile the unit go after liberating a city.

Spoiler Attacked from Embassy Tile :
8930_20210127102029_1.png
 
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