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In one of the previous versions, when choosing for example a belief, there are gold, silver and bronze cups indicating the best suggestions.
I wonder, was this feature removed? Or is it a setting somewhere?
 
I don't see any reason for it to be gone. ScoreBelief not actually working after the rework?
 
I just realised none of the AI have built trade units in my game (turn 200 epic) using IGE. Can anyone else confirm this ? If so it's a pretty major bug.
 
Has Treaty Organization (Freedom tenet) been buffed? It now grant +2 delegates for every 2 CS in the world, which is huge. It used to be a fixed +4. I can't see the VP congress proposal about it.
 
Should be an unintended change. It was changed with the implementation of this proposal.
 
Hi. I got a question. Last time I've tried a long game was a 3.9.1 version. There was an issue with a hundreeds of military units to the midddle age and later, so the war in game became too unbearable and boreable. There was several discussions on forum of such an isssue. Some guys suggest to use at least the mod that reduces it by half the military supplye. Anyway I got a question is there any changes in this part in VP 4.5. Or the issue is still the same (if so - is the supply halfing mod working in 4.5 version?)
 
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Have made some tweaks to the road planning logic so it should be much less volatile with the next patch. (Much more priority on reusing existing routes).
Does it involve railroads by chance?

It isn't clear what's the logic for replacing roads with railroads. Just played a game when it replaced sections of the road on towns and villages, and left the rest intact.

Why towns is understandable, but I don't know what was wrong with the other roads.

I checked if it works for the AI, and the AI seemed to be replacing all his roads with railroads as one would have expected.
 
Does it involve railroads by chance?

It isn't clear what's the logic for replacing roads with railroads. Just played a game when it replaced sections of the road on towns and villages, and left the rest intact.

Why towns is understandable, but I don't know what was wrong with the other roads.

I checked if it works for the AI, and the AI seemed to be replacing all his roads with railroads as one would have expected.
This is because of how village bonuses interact with railroads. It is in fact not necessary to build a full railroad connection between two cities to get the village railroad bonus yields.

So the AI will in general first ensure all cities have a full railroad connection to the capital, and then build railroads on town and village plots to increase their yields (on roads that are so-called shortcut routes, i.e. connecting non-capital cities).
 
This is because of how village bonuses interact with railroads. It is in fact not necessary to build a full railroad connection between two cities to get the village railroad bonus yields.

So the AI will in general first ensure all cities have a full railroad connection to the capital, and then build railroads on town and village plots to increase their yields (on roads that are so-called shortcut routes, i.e. connecting non-capital cities).
These were primary routes though, not the shortcuts. I didn't have railroads anywhere except for the towns tiles.

Could it be because all the cities are coastal? Was playing as Portugal, so no specific terrain traits.

Workers would just get idle, as when there's nothing else to work on.
 
Seems like something wrong with espionage.
I have 3 GWks stolen, and specialists kidnapped but security level of all my cities remain at 0.
 
These were primary routes though, not the shortcuts. I didn't have railroads anywhere except for the towns tiles.

Could it be because all the cities are coastal? Was playing as Portugal, so no specific terrain traits.

Workers would just get idle, as when there's nothing else to work on.
If you have lighthouses in your coastal cities, there's little gain from building those extra railroads. Essentially you'd be paying triple the maintenance for only the movement gain.
 
If you have lighthouses in your coastal cities, there's little gain from building those extra railroads. Essentially you'd be paying triple the maintenance for only the movement gain.
I mean, yeah, that's what I thought would've happened. Didn't it use to work like this?

I never considered railroads as a source of income, because at that stage of the game gold is usually the least important resource, while movement speed matters for moving those ungodly numbers of units.

Do other people build railroads mostly for money?
 
I mean, yeah, that's what I thought would've happened. Didn't it use to work like this?

I never considered railroads as a source of income, because at that stage of the game gold is usually the least important resource, while movement speed matters for moving those ungodly numbers of units.

Do other people build railroads mostly for money?
I could tweak the AI to value movement more, currently I think it will build railroads over roads for movement when railroads get additional movement from later techs.

I have an idea for a proposal that would make this discussion moot, making village railroad yield bonuses require full railroads between a given pair of cities.
 
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I could tweak the AI to value movement more, currently I think it will build railroads over roads for movement when railroads get additional movement from later techs.

I have an idea for a proposal that would make this discussion moot, making village railroad yield bonuses require full railroads between a give pair of cities.
Could it be worth going back and asking people what they expect from the automated workers and from the AI players, and if this system attempts to do too much?

Because personally, my use case is simple and this is how I used to use it before:

1) Build roads for the capital connection and having every city connected with at least one road, automated.
2) Build war roads or some preparatory roads, manual.
3) Build shortcuts if needed, manual (would be nice if could be automated).
4) Upgrade existing roads to railroads (automated for the roads built at 1, the rest is manual).

If there are villages or towns happen to be on the road, or could be built afterwards, then good, but I never considered it a priority.

With the above, re-making or adjusting the roads network either by player or by the AI would be rare enough as to be basically needless (hence road removal being forbidden doesn't matter, I never even noticed that it was a thing).

Basically I was fine with the old system, with the exception of some additional minor automation that could be nice QoL.

I am curious what other people expect from the autobuilder/AI.
 
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