New Beta Version (3-20b)

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Gazebo

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what's the next plans? I don't see much that has to be done left? what are you going to do after that?
 
Major:
- AI settle logic
- Imperialismn balance (after some reports)

Minor:
- Happiness tweeking numbers
(Still thinking the happiness have too much impact to the game and numbers are too high, but the system is fine as it is now)
- War weariness revealed from spy
(Idea: new spy sabotage action : raise war weariness by sabotage)

Optional;
- every nation automatically declares war against its neighbors or 2 closest nation at 1914 and peace deals are blocked till 1946
- unlock the construction of the death star after future tech 10
- randomly changes the mouse x and y axes every 5 minutes
 
I think game crashes when deleting city (last round of raze) if I have units in it.

Will see if I can replicate it but not sure I'll have something done today.
 
re: AI settle logic. i wrote most of that, so i kinda feel responsible. what exactly is wrong, respectively can be optimized?

please try to formulate clear rules and conditions which can be actually be implemented.
 
re: AI settle logic. i wrote most of that, so i kinda feel responsible. what exactly is wrong, respectively can be optimized?

please try to formulate clear rules and conditions which can be actually be implemented.
It seems that there are two cases where AI mistakes settling:
1. New founded cities near a warmonger without an army to hold it.
2. Completely useless spots just for the sake of it.

1 could make use the new warmonger threat variable (this one that is used for domination penalty). Decreasing the value of a new founded city the closer to a potential warmonger it is. It's not going to be perfect, as a human player may capture a settler even with only a single pathfinder in his army, but may help.
2 I don't know how to address. A newly founded city is always going to be trash compared with the rest of your cities. Guessing its potential might not be easy. If I don't care about culture, I might settle a city in an offensive spot, just for having some friendly territory next to my next targets, but if I care, I might not build another city even if the land is almost empty.
 
re: AI settle logic. i wrote most of that, so i kinda feel responsible. what exactly is wrong, respectively can be optimized?
please try to formulate clear rules and conditions which can be actually be implemented.

In mid game, the AI will sometimes try to settle very aggressively on spot that are not very good. It leads to:
1) Human exploit where the human buy a tile near the settle spot at the last moment (or block the way)
2) Quite possible war against a potential friend, either preventive, either after the settling.
3) Temptation of reloading to prevent the settler to be able to settle
=> In any case, it has negative consequences for both the civ settling (since the city is not usually worth it, is difficult to defend, and makes an additional ennemy) and the civ settled (because it cost ressources to get rid of this city, and you have an additional ennemy)

BUT, this behavior would be the correct one in case of colonisation of a new continent.

=> Don't settle agressively near to a develloped city of a militaristically strong civilisation.

As a related question, do the AI postpone mid-game settling to wait for pionner/colonist ? Unless very good spot, mid game settling is pretty bad before those techs. I guess the deity AI can deal with it due to all the production bonuses, but not the low difficulty AI.
 
@ilteroi Two big things I noticed from my games in 3-11-1 regarding AI settling:
1) AI still trying to settle "technically legal" spots in the gaps between the cities of much larger/scarier Civs and then getting their cities crushed several turns later because they were weak and undefendable. Also, possibly related, but I have seen the AI get stuck in "loops" where they send out a settler w/ escort to a potential settling location, but by the time they arrive the spot it no longer "legal" (usually due to tile border expansion while they were traveling). Then rather than try and send the settler to a new location or disband it, they just leave the settler and escort sitting in or near the spot they wanted to settle until war/border expansion/etc. kills or forcibly moves the settler/escort duo.
2) The AI managing to, on rare occasions, settle within 3 tiles of an existing city. This one really shocked me as I hadn't seen this happen for so long, but in my most recent game I had the AI settle a city 2 tiles away from a fresh city that I had settled a few turns earlier. Looking at the code for min city settle distance this should be impossible, but it happened anyway. Something must have bugged out and bypassed the minimum settling distance. I have no idea how this could have happened otherwise.
 
I don't know if this is modmod problem, but I doubt it - can you make quests from city states not to include special buildings from unique city states mod mod? Like build 12 bylinas or visconti emissaries :/
 
Forgot to mention:

Maybe a random fluke but not only do they seem to pick better religions that makes sense (maybe easier since they are better balanced also).
Both thrifts and tithes got taken so I had to get out of my comfy box, took cooperation which seemed cool for a big empire.

Wow AI fights with tooths and nails.
I had a long war agains the portuguese where they actually recaptured a city (that they ended up loosing anyway), Maria had an impressing fleet and a lot of army.
I think a stolen (great general) horse tile was very important for me.

This in a game where Monsterzuma hammering on her half the game (he was in war vs siam the other half) until then and I got a sweeet trade for joint war with him vs Maria.
 
I don't know if this is modmod problem, but I doubt it - can you make quests from city states not to include special buildings from unique city states mod mod? Like build 12 bylinas or visconti emissaries :/

This will get buried here, post it to github.

G
 
re: AI settle logic. i wrote most of that, so i kinda feel responsible. what exactly is wrong, respectively can be optimized?

please try to formulate clear rules and conditions which can be actually be implemented.
3 Main issues:

1. Settling cities in the closest gaps / extremly close to hostile nations.
This is the most annoying part of the AI settle logic. Completly useless, nearly undefendable cities, spammed into the last possible corners, only to get one strategic ressource or luxuries (which they some times already have).
No human (or atleast no normal thinking human) would place such cities against other humans. If I see someone doing this, I will ask him which source code hes using and send them to you. ;)


2. settling extremly aggressiv and span its own borders to extreme distance
This is also annoying, and I often have the feeling all AI are settling first into my direction, even they have a lot of space into the other directions. Really asking me, if you coded a "human annoying" factor in, to piss off every human player and secretly laught every time thinking about that. ;)
But atleast, I can understand (in most cases) aggressiv settling and picking spots early to deny the best spots to others, cause I want to do this too. But sometimes this is ridicoulus overdone, creating cities 4 tiles away from the border of an other empire, while your own border is 10-20 tiles away with plenty of land between those borders.


3. deny to settle anything for long, long time (not directly settle logic, but concerns the theme)
Seen this now several times, especially rome, sweden and songhai are sitting with plenty of military units at their capitol and didnt send any settler. Sometimes the they start settling after that period, or they declare war, run around relative useless with their units and start settling after the war. Perhaps this can be legit for humans who can use superior military tactics (and the ability to reload if it does not work), but that's often the deathblow for the nation, which sits normally till mid or end of the game at the bottom of the scoreboard.
 
@BiteInTheMark I want to point out that #2 is very hard to correct. If they're not aggressive enough they'll have this happen to them all the time too. I would have settled a city similarly to pen you in. I think it's more an evaluation of your willingness and capacity to fight them that could maybe be improved.
 
Does the :c5production:boost from imperialism's finisher affect wonders from previous eras?
 
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