Second edit: Theodora's prophets are cheaper to buy than they are to naturally gain due to her UA. Not sure if this needs to be looked at.
Not that I am in a hurry, but do you have an idea of the estimated time for the next beta? Is @Gazebo 's other project going right?
What's the other project?
Is this one of these "I am not racist, but ..." sentences?Not that I am in a hurry, but ...
I wonder if differentiating between beta and stable is more helpful or confusing... Is there a point in playing stable version instead of beta besides multiplayer? Stable versions become obsolete rather quickly anyway.Is this one of these "I am not racist, but ..." sentences?
I hope we will get an officially stable version this time. The last one will be 1 year old very soon and new players who usually download it instead of the latest beta are missing many nice features and even better AI. And when they have questions, we answer thinking about the beta which often works differently.
Theodora prophets being cheaper is intended, i asked about this a while ago.
I wonder if differentiating between beta and stable is more helpful or confusing... Is there a point in playing stable version instead of beta besides multiplayer? Stable versions become obsolete rather quickly anyway.
I'm not talking about them being cheaper per se. If you leave the faith to collect, you get Prophets automatically (until Industrial). For Theodora, this means that Prophets born automatically are more expensive than if you were to buy them, since she gets a purchase discount starting with Classical Era. If you happen to not realise the mechanic, you could be losing 100s of faith for no reason.
I've played Byzantium a lot recently and I wasn't aware of this :|. I'm pretty sure you can't purchase the first great prophet, right? Everything after that I purchase because I watch my faith pretty carefully but it's never occured to me that this circumstance might occur. I assumed that once you are able to purchase great people the 'save up for a great prophet' option is no longer available. I forget when that mechanism usually kicks in.
I'm not talking about them being cheaper per se. If you leave the faith to collect, you get Prophets automatically (until Industrial). For Theodora, this means that Prophets born automatically are more expensive than if you were to buy them, since she gets a purchase discount starting with Classical Era. If you happen to not realise the mechanic, you could be losing 100s of faith for no reason.
@Gazebo hello! Wewill be glad to hear any news from you.
Just happy to hear you're safe and sound through all this turmoil. We eagerly await the return of the Kinghey sorry. Computer issues ballooned into some growing pains at work due to covid reopenings. I’m now out of town at a wedding (life must go on it seems), but I’ll be back soon!
G
Bugfixes, performance improvements, cleanups
Added a few helper functions for convenience & easier code readability
Approach
General improvements and small tweaks to the function
Liberating a major civ's original capital now provides a +FRIENDLY, -everything else bonus to approach, just like resurrecting a player
Improved logic for impact of City-State quests on approach calculation
- Fixed a bug preventing the liberation quest from affecting approach
- City-State quests can now affect the war approach (declare war, capture a city, liberate a city-state), hostile approach (denounce a player), or friendly approach (find a player's lands,
obtain a luxury resource that the major civ owns) - instead of just war
- Civs going for diplo victory, with a UA geared towards City-State diplomacy, or with a "Diplomat" personality add a larger bonus
Opinion
Bumped forgave for spying bonus to 10 (was 5)
When two major civs denounce each other, the modifier is now on one line to save space ("We have denounced each other!") and is now -50 (was -70)
DoRelationshipPairing
- Function now skipped if game option "Always War" is enabled or if at permanent war due to "Permanent War or Peace" game option
- Having the highest (post-prioritization) approach value out of any civ for the FRIENDLY, WAR, or HOSTILE approaches now modifies DoF/DP/competitor value, scaling with era and the number of major civs met
- Major civs that were met within the past 10 turns, have no cities, are dead, or are at permanent war are ignored for this
- The +FRIENDLY mod and the -WAR or HOSTILE mods are opposites, so they'll cancel each other out if one player has the highest approach for both FRIENDLY & WAR or HOSTILE
Improved logic for denouncing players, especially its evaluation of third parties
Now factors in friends' friends, DPs and teammates as well as friends' enemies
AI now less likely to denounce players their friends are friends with (or have a DP with, or are teammates with)
AI now more likely to denounce players their friends are at war with
Fixed an issue causing WAR AIs to have no bonus or penalty to denounce weight (now applies weight based on War Face; i.e. the false approach it displays while preparing for war)
AI now more likely to denounce non-friends who are close to winning, scaling with difficulty level (+2 weight on Settler, +11 weight on Deity)
AI now considers liberated cities, having a Defensive Pact, their teammates' actions, and a few other things when choosing whether to denounce a player
AI now more likely to denounce players if City-States have given them quests to denounce players
- Especially if they're going for diplo victory, have a "Diplomat" personality, or have a UA geared towards City-State diplomacy
The improvements should function well, but let me know if the AI is denouncing too much/too little in the next version
Ahaha, Gandhi just doing his job - this happens every time someone misspells his name as "Ghandi" (many Diety and Emporer players do this).Spoiler BONUS :
![]()
I have a BAD feeling about this
Uh, I'm quite sure building a caravan isn't the correct thing to do when your only city is surrounded by enemies...
I have a BAD feeling about this
Maybe they have mistaken the caravan for a camel archer? Ok, I will see myself out now.![]()
Uh, I'm quite sure building a caravan isn't the correct thing to do when your only city is surrounded by enemies...
If you have logging enabled, I'd recommend reporting those kind of production choices to Github, including the city production logs. AI has had a recurring issue with building things like Wonders, Baths, or trade units when they should be building units/defensive buildings or using the Defense process.