New Beta Version - August 16th (8/16)

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New hotfix posted:

Savegame compatible.

Code:
- Adjusts Military Base based on @stalker0 suggesstions.
- Fixed 25% for Theodora UA bug
- Fixed missing Minefield yields for Autocracy
- Fixed missing promotion prereqs for Anti-Sub promotion
- Fixed mounted ranged terrain modifiers
- Fixed some pathfinder and path prediction logic
- Adjustments to Builder AI, city building AI, city citizen AI
- Adjustments to Deal AI, including loosening of deals for humans, and fixed trade good expiration bug when out of turn
- Fixed Religion pressure modifier quirk
- Further refinements to tactical AI


https://mega.nz/folder/2Jdw3aQT#Z49gV7KAyMq6YiG5BD9jaA
 
great. I'm already testing it friend !!

New hotfix posted:

Savegame compatible.

Code:
- Adjusts Military Base based on @stalker0 suggesstions.
- Fixed 25% for Theodora UA bug
- Fixed missing Minefield yields for Autocracy
- Fixed missing promotion prereqs for Anti-Sub promotion
- Fixed mounted ranged terrain modifiers
- Fixed some pathfinder and path prediction logic
- Adjustments to Builder AI, city building AI, city citizen AI
- Adjustments to Deal AI, including loosening of deals for humans, and fixed trade good expiration bug when out of turn
- Fixed Religion pressure modifier quirk
- Further refinements to tactical AI


https://mega.nz/folder/2Jdw3aQT#Z49gV7KAyMq6YiG5BD9jaA
 
Adjusts Military Base based on @Stalker0 suggesstions.

Well damn that may be the fastest words I have said went into actual, woot!

Just to be clear for the change log, these is what I suggested, can you confirm if its this list or some other adjustments you made?

Military Base

Reduce CS by 10
Increase city healing by 20.
Remove Air Defense bonus
 
Well damn that may be the fastest words I have said went into actual, woot!

Just to be clear for the change log, these is what I suggested, can you confirm if its this list or some other adjustments you made?

Military Base

Reduce CS by 10
Increase city healing by 20.
Remove Air Defense bonus

It's not 100% what you suggested,
  • CS is 20 (was 25)
  • Reduced healing to 20,
  • Air Defense was dropped to 5.

G
 
So just checking:

It's not 100% what you suggested,
  • CS is 20 (was 25)
  • Reduced healing to 20,
--Cities heal even slower now? Not the direction I was hoping for.
  • Air Defense was dropped to 5.
--Looking at the building in play after just installing the hotfix, its say the AD is +15. So did you mean drop "by" 5?
G
 
Standard Immortal Communitas_79 on Indonesia. Lost on Turn 395 (DV for Austria).

Spoiler :

upload_2020-9-3_0-29-30.png



So ultimately I never fully got off the ground this game, and was lagging near the bottom 3 pretty much the whole time. It let me test what I could do deal wise with an AI that didn't see me a direct threat. So a few notes.

1) Ethiopia hit 80 techs on Turn 373, so I stayed in game to watch what they would do. Even though they were in no wars, in the 22 turns until Austria got there hegemony Ethopia built.... 1 SS part. And this was no tiny 4-5 city Ethiopia, this was a nice comfortable 10 city civ, so plenty of prod to go around to make the parts. They also had 15 aluminum (and were sanctioned so I know they couldn't have traded it away), so in theory plenty of material to build the parts.

This to me is one the last key AI improvements. The AI has the knife, but takes way too long to plunge it into my heart. This should have been an Ethiopia SV, not an Austrian DV.

2) So this game I had 9 cities most of the game (I've been steadily dropping cities in my last few wide games, not really intentionally just how it worked out). I will say about 9 cities seems to be the sweet spot. Even though I was towards the bottom in score (and therefore various yields), I had no trouble staying in the mid40s happy wise, and could get up to 50 with just a bit of work. I built 2 public works the whole game. Contrast that to a previous 11 city game with the same civ, even though I was near the top in score that game (so in theory my yields should be doing better than many AIs), and with dozens of public works built, I couldn't stay happy.

3) So Mongolia was the score leader for a good portion of the game due to his large cities and land. However, though Ethiopia was in the middle he was the culture and tech leader by a good amount...I knew he was clearly the "front runner". I wonder if the problem with score this game was because Mongol had conquered his continent and was now isolated from other civs. In a more close knit scenario, he might have flexed that big army and thrown his weight around more, but the AI still isn't fully competant on the water, and so Ethiopia got to sit back and go to work.

4) I continue to be happy with the dynamic nature of deals now. There is an "energy" to deal making now. AI 1 is like "dude trade me some iron!" AI 2 then pops in "open borders lets go!", and so on. Its so far not too tedious. The one thing I really wish was working is the "how to make this work button". I wish I could put in the deal, hit the button, and it would add gold to finish things off, instead of me having to massage the GPT to get the right deal value. But in the grand scheme not the biggest issue.

5) AI was very peaceful this game until the very end where both America and Austria decided to rough me up a bit, hence why I look a little shaky in the screenshot.
 
1) Ethiopia hit 80 techs on Turn 373, so I stayed in game to watch what they would do. Even though they were in no wars, in the 22 turns until Austria got there hegemony Ethopia built.... 1 SS part. And this was no tiny 4-5 city Ethiopia, this was a nice comfortable 10 city civ, so plenty of prod to go around to make the parts. They also had 15 aluminum (and were sanctioned so I know they couldn't have traded it away), so in theory plenty of material to build the parts.

This to me is one the last key AI improvements. The AI has the knife, but takes way too long to plunge it into my heart. This should have been an Ethiopia SV, not an Austrian DV.
I've noticed this too. The AI is good at getting ahead but can struggle to formally win.
 
I haven't seen too much discussion of the changes to pantheon selection. It's awesome.

With stonehenge I'm usually first to a pantheon. I can get second or third if I go shrine first. Shrine second with investment gives me 5th or 6th. I was able to pick tutelary gods today, the first time since it was added.

Tradition AI are slower than before (but still hard to keep up with). Other AI have improved a lot. I'm seeing a lot more war and also more friendships. Overall great improvements.

I agree, AI pantheon choices seem good at the moment :).

Edit: On happiness, I really like where things are at the moment. I like that there are penalties to expansion and rewards for playing 'tall' and I see unhappiness as one of them. I'm not against tweaks though, just want to share my experiences.
That's unit healing, not city healing.

G

Sounds good then. Starting a new game to test now! ^^

Edit 2: I know this is being looked at already, but in my recent game Brazil managed to get eight defensive pacts XD. 12 players total, including me. Not sure how long that was true for as the number went down to five soon after, but it's a record in games I've played lol.
 
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Can cities heal 2-5x faster while at peace? (Maybe 2x with Walls, 3x with Castle, etc.) Seems like it would solve the healing thing without making sieges more difficult.

Exploitable. If a single player is at war, healing is nerfed - you can prevent a player from healing by constantly turning others against them, or just refusing to make peace from far away.
 
I am definitely not a friend of focusing or buffing PW, cause those projects are mainly there for extreme overexpansion and warmongering. Else PW are getting a core element for happiness and I think nobody really wants this.

If you look at the reports, the happiness issues are coming only from wide players, not from tall, so every buff to happiness buildings/PW/policies would buff tradition on the same manner too, which we don't really need.
As already said, the empire modificator is the thing, that hits the wide players only and a first and easy solution would be to reduce it a bit. I think a reduction from 8% to 6% would be a first step.

Other reports are coming from heavy happiness issues from later eras of the game. In my newest game, I was able to rapidly settle 9 cities on a large map, then had to fight permanent revolt risks, which is an acceptable early game limit to a maximum of cities. But this limit shouldn't stay all day long over the whole game. Smoothly decreasing the tech modifier would help fighting the happiness issue in the later game stages.

So:
Decrease Empire Modificator from 8% to 6%.
Decrease tech modifier in total by 10-20%
 
Exploitable. If a single player is at war, healing is nerfed - you can prevent a player from healing by constantly turning others against them, or just refusing to make peace from far away.

Maybe a city should heal faster if it hasn't been hit for 10 turns? I guess that probably requires memory, unfortunately.
 
5) AI was very peaceful this game until the very end where both America and Austria decided to rough me up a bit, hence why I look a little shaky in the screenshot.
I think it's an outliner, in my games, there are constant wars. And now more often with some success than in previous versions. I like it.
What I don't like are those random wars which are not having any real purpose. I've got around 25 or more war declarations in only 150(?) turns (one time 6 in only 3 turns) but NEVER saw any enemy Civ unit attacking me except scouts which were already in my territory and CS units which were allied with my enemy. Most annoying was the losing option to buy luxuries for my chronical unhappy empire cause of that.
 
I've noticed this too. The AI is good at getting ahead but can struggle to formally win.

Logs from endgame situations like this are useful for me, as it lets me see just what the AI is prioritizing above ship parts. It is also possible that the AI tied up too much aluminum in units - TBH I've long since considered removing the aluminum part requirements and actually making the units require a spaceship factory instead, but that's for another day. :)

Exploitable. If a single player is at war, healing is nerfed - you can prevent a player from healing by constantly turning others against them, or just refusing to make peace from far away.

It already works that way, has for a long time. :)
 
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