New Beta Version - April 17th (4-17)

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The extra vision solves the problem of standard skirmishers, but not mongolian skirmishers, since their move range is so long they can move, attack, and retreat to a safe distance from most units, and the AI does not effectively answer this tactic, as it lacks enough cavalry to push it and can't effectively wall their ranged units. Nor is the AI comfortable with encircling them so they can't freely run back. On normal skirms, it's not at all a problem, but the AI just kinda sucks at punishing a mongolian death blob cyclecharging. End result is the AI either holds its ground and gets picked apart, or tries to charge it head on and can't reach them.
 
Just pretend it's part of the Mongol UA. Mounted archers that come out of nowhere and take a bunch of cities sounds very mongol to me. Does Genghis use it effectively though? Not sure, haven't seen him a lot in my games.
 
Just pretend it's part of the Mongol UA. Mounted archers that come out of nowhere and take a bunch of cities sounds very mongol to me. Does Genghis use it effectively though? Not sure, haven't seen him a lot in my games.

Not skirmishers, but I got my ass completely kicked as Babylon by the Mongols using a bunch of chariots and a couple of horsemen. Very hard to deal with all flat terrain, when I have no horses and when your army isn't in position.
 
Not skirmishers, but I got my ass completely kicked as Babylon by the Mongols using a bunch of chariots and a couple of horsemen. Very hard to deal with all flat terrain, when I have no horses and when your army isn't in position.

I like playing with strategic balance for that reason, at the very least every player gets access to the minimum amount of horses and iron to be able to build some defenses.
 
So how do you war without vision abuse?
I mean the combat bonuses the AI gets already on emperor is very high and most of the time means a straight up fair war is out of the question, even more so on diety.
 
Summary of my changes for upcoming version:
Code:
[Bugfixes]
Fixed a potential major bug with approach prioritization (memory overflow error); not certain it was happening, but if it did, it was causing AI
to prioritize less important players over more important ones and greatly messing with approach weights in general.

Fixed a major bug with City-State competition penalties (another overflow error + excessive penalties).
- Thanks to psparky for finding this!

Fixed a major bug with "don't settle new cities near us" requests - the Firaxis code was completely broken, causing the AI to ignore requests not to settle near humans.
- Big thanks to ilteroi for fixing this!

Improved AI logic for city liberation, citadel placement, spying, Morocco and America UAs
- AI more likely to liberate cities for civs they like
- AI should be less dumb when selecting targets to steal from (will not target friends, liberators, people they promised to move troops away from, etc.)
- Blocked AI vassals from stealing land from their master with citadels
- AI vassals much more likely to avoid spying on their master if they're Content

Fixed incessant AI message spam to their vassals + some other text issues

Fixed an issue where diplo penalties were being cleared improperly because of mistaken resurrection

[Non-Diplomacy Changes]

Difficulty
- Removed Golden Age Points from difficulty yield bonus for entering a Golden Age, to prevent a feedback loop

You can discuss diplomacy in the dedicated thread:
https://forums.civfanatics.com/threads/diplomacy-ai-development.655040/
 
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I like the feature implemented months ago about factories granting production based on the number of factories you have in your empire. What about something similar with constabularies : the more you have in your empire the higher the defense against spies?
 
This is the very first time i come across this bug, the base combat strength for the same units is markedly different!
y lancer -37 base CS- VS a Danish Lancer -46 base CS-
Spoiler :
CivilizationV_DX11 2020-05-10 10-46-54-368.jpg
 
Not a bug; that’s how Denmark’s UA works

The danish bonus CS while standing on a pillaged tile is added directly to the unit’s CS. 46CS is 125% of 37
 
In my current game, I had one great work of writing gone missing without me realising. A few turns later I got a message for another work getting stolen, and only then did I look back and realise that one more was lost. Upon inspecting the trading screen, I found that it was my new vassal England who had that great work (they had probably stolen it themselves). Is there any reason why I did not get a message on the first great work heist?
 
In my current game, I had one great work of writing gone missing without me realising. A few turns later I got a message for another work getting stolen, and only then did I look back and realise that one more was lost. Upon inspecting the trading screen, I found that it was my new vassal England who had that great work (they had probably stolen it themselves). Is there any reason why I did not get a message on the first great work heist?

Possible you missed the notification?

If your vassals are Content they will be much less likely to spy on you as of next version.
 
Denmark is one of the very few civs i have never tried before and i had no idea this is how it works ... i thought it was just another additive bonus like the GG.
Time to try Denmark i guess.

They are a bit tricky, for full effect you want to go on both sides on the tech tree for runestones at sailing and berserkers at the bottom.
I can get it working on emperor but I can see that its hard to pull off on higher difficulties (well some always seems to manage but...).... changes are they will go up against tercios very soon on diety.
You need to remember to pillage for the substantial combat bonus, they are also very strong for its time.
However, if you barely get any iron, you're just sitting there sulking and in my games restarting.
If things go well you can rampage half the map with just melee guys, sadly they drop their +1 move when upgraded to tercio.
 
Ok whats going on here?
can I have that production boost for my civ?
any logs I can look at?
Both built in Carthage capital (authority/fealty):

Spoiler :

upload_2020-5-11_1-8-34.png



Dido religion (nothing special)
Spoiler :

upload_2020-5-11_1-11-14.png

[/spoiler


edit: Also 5 turn Oracle built just after Colussus.
With 6 wonders I would have imagined the 7th would atleast have some extra hammer cost ... ?
 
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