New Beta Version - December 20th (12/20)

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One QoL change mostly. I would move the Artist +1 culture from Computers to Telecommunications, and bump it to +2 culture.

This will allow you to see Computers +1 TR on the summary screen again, and the +2 culture is more in line with writers +2 culture at internet.

Also noting that while G mentioned Information Era yields bumps are improved, electronics (atomic) also got a bump on its improvements as well.
 
Some additional diplomacy changes for next version (mostly based on community feedback):
Code:
A few opinion modifiers will now reduce in value more rapidly
- Allows for somewhat more nuanced diplomacy, rather than "instant amnesia"
- Applies to penalties for coups, plotting, religious conversion, stealing, plundering trade routes
- Applies to bonuses for sharing intrigue, building landmarks

Returning a Settler to the AI now applies a larger diplo bonus than normal civilians during the Ancient and Classical Eras

Opinion penalty for coups now a bit more nuanced
- If AI really hates the player whose alliance you stole, was backstabbed by them, or is at war with them, they won't apply the penalties for lowering their Influence

Opinion penalty for masters when a vassal's unit is killed now only applies within the vassal's own territory

Opinion penalty for killing/capturing civilians no longer applies to units within one of the AI's cities, since you're not deliberately targeting their civilians

AI will no longer declare war on players who have recently liberated one of their cities (within the past 20 turns, not scaling with gamespeed)
- If highest approach is HOSTILE, changes to GUARDED during this time
- Does not apply to backstabbers
- Does not apply if you have captured the AI's original capital or Holy City
- Does not apply to players close to winning the game

AI less likely to declare war on players who have liberated their cities, especially their original capital
- Has the same exceptions as above

Added more nuance to new "captured cities" factor in approach calculation
- Counts how many cities each player has captured from the other, subtracts cities captured from the AI from cities the AI captured from the player
- If the difference is positive (AI has captured more cities), they're more likely to be hostile and finish the job, unless weaker (in which case they'll expect revenge and be more GUARDED)
- If the difference is negative (AI has had more cities captured), they're more likely to be defensive and less likely to be hostile, unless stronger (in which case they'll seek revenge)
- Only applies if proximity is CLOSE or NEIGHBORS (so capturing a lone city on another continent will not affect this)
- Vassalage is considered in this as well (the AI won't be more defensive if you're their capitulated vassal, won't be more hostile if they're your capitulated vassal
   ...unless you've previously DoW'ed one of your vassals)

You can discuss diplomacy in the dedicated thread: https://forums.civfanatics.com/threads/vox-populi-diplomacy-feedback.652134/

Community feedback is always welcome!
 
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I wanted to give the AI a big shout out in my current game. I am Germany, and I have everything I need for a DV, just clicking down the counter. Ghandi is going SV....and has brought the hammer!

upload_2020-1-3_20-8-25.png


When he declared on me, I wasn't worried. Historically AIs are pretty pathetic when it comes to attacking another continent, so other than dealing with the naval push I wasn't too worried. Well in short order Ghandi:

1) Took Tianjin from my vassal china using carriers
2) Nuked Frankfurt and Prague
3) Sent in 7 Xcom squads and immediately took Prague.
4) He now has aircraft and an atomic bomb in range of my inner core....and suddenly we have ourselves a game!!!

So kudos to the AI, this was a very well planned attack. Now we will see if he can actually do anything with this start:)
 
I wanted to give the AI a big shout out in my current game. I am Germany, and I have everything I need for a DV, just clicking down the counter. Ghandi is going SV....and has brought the hammer!

View attachment 542238

When he declared on me, I wasn't worried. Historically AIs are pretty pathetic when it comes to attacking another continent, so other than dealing with the naval push I wasn't too worried. Well in short order Ghandi:

1) Took Tianjin from my vassal china using carriers
2) Nuked Frankfurt and Prague
3) Sent in 7 Xcom squads and immediately took Prague.
4) He now has aircraft and an atomic bomb in range of my inner core....and suddenly we have ourselves a game!!!

So kudos to the AI, this was a very well planned attack. Now we will see if he can actually do anything with this start:)

Ah, good to see Nuclear Gandhi is working as intended. :)

I programmed him to ignore proximity (and numerous other factors) in deciding whether someone is an "easy target". Be careful not to underestimate him, since HIS WORDS ARE BACKED WITH NUCLEAR WEAPONS!
 
Ah, good to see Nuclear Gandhi is working as intended. :)Be careful not to underestimate him, since HIS WORDS ARE BACKED WITH NUCLEAR WEAPONS!
Supreme Leader shall approach him with a declaration of friendship. :hatsoff:

A gracious sample of Plutonium-239 from my personal stash should suffice in tempering his thirst for blood.
 
Germany Standard on Fractal Immortal (Standard Speed). DV on Turn 371.

This was a pretty pitch perfect DV game, I got everything when I needed it, and then just closed the book on the first Hegemony vote. A few notes:

1) As I noted above, the AI did a very nice late game attack. Part of this was the earlier information era tree, Ghandi was able to field his higher tech units quicker than before, and was able to put pressure on me with Xcoms. Ultimately I held it off, but it was refreshing to see an actual attempt from another continent.

Ultimately Ghandi's attack did alright, but he got in a city seesaw with me (and my panzers are always going to win that fight), and he made the mistake of bringing his carriers too close to my cities.

2) The new GDR is awesome! I got to use it juuuust a bit at the end. I mentioned before that the GDR may actually serve in a strong defensive purpose, and I felt that here. When Ghandi was gunning for my cities after a nuke I put a GDR in one of them, and got an instant 125 CS defensive city! Now that city does some damage, and I was able to hold out against the destroyer/bomber focused attack from Ghandi.

3) When I was attacking Ghandi's carriers I saw the new interception in action. The carriers had Air Superiority I and full 100% interception. The carriers did solid damage to my bombers and negated one of my attacks. Ultimately the AI failed to setup a destroyer screen so I was able to pound the carriers and take them out...but I felt the interception did its job, and the carriers lasted longer than they would have previously.

4) In terms of the new powerplants, my personal "feeling" was that the wind plants are really good at the moment compared to hydro. The wind plant yields are better, so even if I have a strong river on a city I would still prefer wind. For a half water/half land city I would still take wind, only with a very islandish city do I think hydro wins out. This also means that half water cities get screwed on powerplants at the moment compared to a full island or full land city.

5) I put a few Germany notes in the leaders area but I will note that I got to see the real power of panzers in this game. China was my neighbor and was one of the dominant players as I rushed to ballistics. China had an incredible mass of units but only had rifleman tech. Unlike previous games I didn't try to rush sooo quickly, instead took the time to mass 7 or so panzers before releasing the pain. And pain I did release, I truly felt the power of the blitzkrieg in this game. I took China's top 2 cities in a handful of turns. With careful play the Panzer was nigh unstoppable, and I was able to smash through China's army....and then immediately went over to kick Austria in the teeth.

One thing I did this game was go rationalism over imperalism, even though Imperalism seems like a good fit for Germany. Ultimately my goal was to maximize my panzer window, and so I tech rushed to panzer quicker using rationalism.

6) Helicopters are really bad at the moment. They are incredibly expensive (the cost of upgrading a light tank to a helicopter was almost the same cost as upgrading a panzer to modern armor AND then upgrading to a GDR), and there stats are horrible compared to the light tank. If nothing else, they need their speed back, 6 speed is perfectly fine for a unit focused on mobility at this point in the game.

7) The robotics tech is actually quite strong now. You get the GDR and the spaceship factory, but the +3 food to farms and +3 hammers to mines is actually noticeable. That said, I know there has been concern about terrain balance, so people should take a look at that and see how they feel about late game terrain with those buffs.

8) Something happened to the AI a few versions ago when it comes to embassies. I managed to snag an embassy even in the modern era, that never used to happen. The AI is much slower when it comes to embassy use. Now that's a big boon to me, but its not optimized play. Embassies are much better than bulbing in the majority of cases.

9) Carthage this game played a battering ram strategy with ships. All game it was:

a) Sending in a massive fleet of melee ships.
b) Slam the city
c) Lose lots of ships
d) Keep firing!


Now to give credit where its do, the AI did manage to take one of my cities this way, as I was a little sleep at the wheel when it came to this threat. But ultimately its a very inefficient strategy, I am just shooting fish in a barrel most of the time and if I commit enough ranged to the city's defense it will hold again any number of naval melee ships.

10) Even when playing Wide, I build a navy less and less now. It just takes an incredible investment in ships to build a navy that's worth a damn (build too small and your navy just gets eaten). I was curious what others have found in their wide games...if this just a personal issue in my play or do you feel the same?
 
Is it normal for the AI to start and complete a wonder on the same turn?

I am using wonder race mod and I was a few turns away from completing Alhambra when I had two notifications next to each other: Pedro has started Alhambra and Pedro has completed Alhambra.

I am using Recursive most recent dll and just wondering if this is a feature or a bug?
 
Is it normal for the AI to start and complete a wonder on the same turn?

I am using wonder race mod and I was a few turns away from completing Alhambra when I had two notifications next to each other: Pedro has started Alhambra and Pedro has completed Alhambra.

I am using Recursive most recent dll and just wondering if this is a feature or a bug?
It is possible that he used a great engineer
 
perhaps he was working on it beforehand.
This is something I noticed while spying on the AI...they will often start on a Wonder but switch to something else in between and later switch back, which increases the time it takes to finish and one time in my current game that actually allowed me to steal that WW from them. Personally, if I want a WW and know that other players/AI could be in the position to build it, too, even if I don't have a spy there to check, I will finish it ASAP...I think the AI should act the same way (unless their City is currently under massive siege).
 
In my case, I don't think he was working on it beforehand. There would have been a notification earlier from wonder race mod, although I may have missed it.

The great engineer sounds more likely.
 
I agree that Wind Plant >>> Hydro Plant in the vast majority of cases, basically on any non-island city they’re hands down better. Cities with rivers and ocean tiles really don’t need the extra food from the hydro plant anyway.
 
This is something I noticed while spying on the AI...they will often start on a Wonder but switch to something else in between and later switch back, which increases the time it takes to finish and one time in my current game that actually allowed me to steal that WW from them. Personally, if I want a WW and know that other players/AI could be in the position to build it, too, even if I don't have a spy there to check, I will finish it ASAP...I think the AI should act the same way (unless their City is currently under massive siege).

In my case, I don't think he was working on it beforehand. There would have been a notification earlier from wonder race mod, although I may have missed it.

The great engineer sounds more likely.

It's also worth noting that on all difficulties above Settler, the AI gets an instant yield Production boost to all cities upon completing certain actions; there are also City-State quests which grant Production, not to mention heavy tribute.
 
It's also worth noting that on all difficulties above Settler, the AI gets an instant yield Production boost to all cities upon completing certain actions; there are also City-State quests which grant Production, not to mention heavy tribute.
Humans be careful! Don't vote for VC projects(TreasureFleet,World'sFair) if AI will likely to enter new era :borg:
 
Yes, it's happened to me a few times where I failed to place 1st on a project most likely because of an AI instant boost (I was leader in prod, etc...). A bit frustrating, but I don't see a good way to handle that - we can't really waste the boost because a project is on...
 
For me the frustrating thing about the AI boost is when it forwarded settles you and then on the next turn its got a Size 2 city with walls already built. But ultimately the AI needs the boosts to be challenging, and its not the worst thing in the world.
 
9) Carthage this game played a battering ram strategy with ships. All game it was:

a) Sending in a massive fleet of melee ships.
b) Slam the city
c) Lose lots of ships
d) Keep firing!

While I think the AI does this in general, where its at its worst is with Caravels. Corsairs are overall a better warring unit when it comes out compared to cities (and ranged units), so the battering ram has more effectively. However, Caravels are exploratory vessels, there combat stats are poor compared to the ranged units and city strength for their time...and so they get creamed when used in this method.

Ultimately this is also a building queue problem, Caravels are not a good unit to mass. They do their job as an exploration vessel wonderfully, but they are not a great war ship. So I think the AI should not prioritize a mass naval build of them. By corsairs absolutely go nuts.
 
Here something for @Recursive:
Does the AI defence pact evaluation have to be like that?
Spoiler :
30f792-1578256010.jpg

There are 10 AIs in game, so the Netherlands have a defence pact with 7 out of 9 AIs.
Theres not one civ with less than 4 defence pacts, played on a large Oval map.
 
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