Crag Hack
Warlord
- Joined
- Jul 19, 2019
- Messages
- 140
It works for mei think 43 civ version is broken.. (also in 3-15-2, maybe earlier)... just me?
It works for mei think 43 civ version is broken.. (also in 3-15-2, maybe earlier)... just me?
What is broken about it?i think 43 civ version is broken.. (also in 3-15-2, maybe earlier)... just me?
Did the 'Trade' window become all wonky? If there is a deal they now report the value as -X and they tend not to accept them. They might accept them if it's a GPT deal but it's no-deal if it's flat gold. Fine. But there is a limit at which they type out that the deal is acceptable, one value (one gold away from acceptable) at which it's impossible and then the next value after that is just a negative number. So you don't really know if the negative number is beyond impossible or just a negative number.
Example; I offer to sell Askia 2 iron.
459 gold + 2 gpt = -2 value
458 gold + 2 gpt = impossible (i gather this then is -1 value)
457 gold + 2 gpt = acceptable (they will accept this)
456 gold + 2 gpt = 1 value (they will accept this)
Why is the 459g and beyond deal not listed as "impossible" to. It's somewhat annoying. I find it takes longer now to get the "best" deal, certainly so when doing all gpt deals as they then will accept a certain amount of negative values. I get the feeling that previously the "acceptable" window was larger. I wouldn't say it's a bug or anything, more of a nuisance.
It works for me
What is broken about it?
Is anyone finding the AI to be too passive in this version? In a test game I saw a bit too much friendliness up to the Renaissance Era, but it could just be bad luck / observation bias.
If it is, I do have an idea as to what the culprit might be.
Switch tiles so that the other city adjacent uses it?
My fist post patch game had constant war from medieval era, only friendiness that I have witness was in ancient/classical, but it was probably coused by big island map seed. What was ****ed up was my war with dido - she spamed me with constant wave of ships with >9 rank. Could it be a bug? I mean I played on prince so she shouldnt be able to rebuild her fleet in sucha fast pace + have new ships with that much expirience from the start. I was forced to resign even with my score, econ and tech better than hers (military was the same). Thats like my >20th epic game of vox, I understand that ai can snowball, I've seen it happen, but I didnt see anything of this proportion on king before (my prefered difficulty, I picked prince this time because a 8 month break). AI is so much better at naval combat, so kudos for that, it use corvet as a meat and after it follows with ranged ships. AI Exp and production times are wrong though, I understand bonuses but seeing an >9-13 rank carpet like this after I won and crippled dido in previous war (like max 25 turns before) was just silly. Other than that sweet changes from my last play, like always war wariness could use a little bit of tweaking, but its better from what I remeber.
Until Medieval I had 4 Declarations of Friendship on 6 players (Siam, Aztecs, Iroquois, Persia) and one War (Poland). I was Songhai. Additionally 3 Research Agreements.Is anyone finding the AI to be too passive in this version? In a test game I saw a bit too much friendliness up to the Renaissance Era, but it could just be bad luck / observation bias.
If it is, I do have an idea as to what the culprit might be.
Is anyone finding the AI to be too passive in this version? In a test game I saw a bit too much friendliness up to the Renaissance Era, but it could just be bad luck / observation bias.
If it is, I do have an idea as to what the culprit might be.
Bugfixes & performance improvements
- Fixed typo causing capitulated vassals to double the weight for capturing their capital (now the intended -80; -160 if not a capitulated vassal) [in current build]
Approach Calculation
Reduced pre-Renaissance friendliness
- Trimmed some excess weight from minor civ, wonder, tech dispute checks
- Removed +FRIENDLY/NEUTRAL bonus for not being a major competitor pre-Renaissance
- Should result in more challenging / strategic diplomacy early game, and necessitates a strong military on higher difficulties
- If too impactful, a partial reversion of changes should put the AI in about the right aggression balance diplomatically (we're getting there!)
Economic strength still acts as a war deterrent, but is less effective unless the player also has a strong military
- AI should be more willing to attack economically powerful targets
- Should be harder to make the AI AFRAID
War desire reduction from other players' Defensive Pacts is now more nuanced
- Factors in proximity
- More consideration of military strength
Misc
- Added +1x WAR bias for denouncing an AI
Improvements to AI targeting, war and peace logic
- AI better at judging whether a player is an easy target to attack
- AI a little better at ignoring "phony wars" where appropriate and making peace more quickly
- AI better at deciding when to make peace and when not to make peace
- AI recognizes major cities (capitals, holy cities) that are in danger as more important when evaluating whether to make peace
- AI a little better at understanding the state of a war and whether a coop war is a good idea
- If an AI has 0 cities, they will never agree to coop wars unless they're your teammate :)
Other
- Reduced victory dispute/block opinion weights by 5
- Threshold for tech competition is more forgiving (being within 1 tech of an AI is treated as being equal)
- Scientific/diplomatic AIs are less aggressive to players that resurrected them
- Tech opinion penalty removed if victory competition is disabled or player was resurrected
- Diplomatic AIs are a little smarter when picking fights
Non-Diplomacy Changes
Difficulty
Players on difficulties below Prince now get the first pick of starting locations over the AI (normally placement order is random), if the start positioner works as intended
- This makes it more likely that low difficulty players will get better start conditions
- Settler gets priority over Chieftain, Chieftain over Warlord, multiple players at the same level have the order randomized
- Configurable via the StartingLocPercent value in DifficultyMod.xml
Tell me because I'm a bit angry: Why Egypt declared war to Geneva (who has protection pledged by me) and I cannot do anything? There was prompt about that war. I have mod Hex and Concquer which dynamically allows claiming tiles during war and I can see Geneva lost significant part of its territory to Egypt. Egypt is coming closer and I cannot help them. There was at some point diplomacy screen allowing me to choose to pledge them still and stop escalation of the conflict or leave them. I clicked to Help them and the only thing changed was Egyptian fleet going back. Infantry still comes closer.
Spoiler War??? :
Also, how it is possible to have 150% dyes?
Reworked opinion penalty for killing/capturing civilians
- Now matters more the *lower* the era number is (was higher, which doesn't make a lot of sense)
- Killing/capturing a Settler will earn 3x the normal diplo penalty (6x if the turn # is 100 or less)
- Still does not apply for capturing/killing civilian units that are in cities
Reworked early game aggression (pre-Renaissance)
- Restored early game friendliness but also made it more strategic
- In a nutshell, earlygame AI is easy to anger with border disputes or if you do things like denounce them / convert them / demand resources from them
- However, they're easier to befriend in the early game as well, provided you don't anger them
- This system functions better than simply reducing friendliness weight, while still allowing for more earlygame war
- AI more likely to adopt the WAR and GUARDED approaches towards players who have conquered capitals in the Ancient or Classical eras, especially if they're easy targets (helps counter early steamrolling)
- Religion matters more in Medieval/Renaissance Era diplomacy
- Ideology matters more in Atomic Era diplomacy
So, the best and only way is to declare war on Egypt?Firaxis diplo logic doesn't allow you to ask the AI to back off from attacking your protected City-States. Even though they can ask you to back off. Stupid, yes. Rewriting the interaction logic is on my list for this year.
Certain traits/policies/etc allow for > 100% monopolies.