New Beta Version - Feb. 9th (2-9)

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People have been demanding nerf after nerf to ‘unfair’ AI handicaps so that everyone can play Deity. This is the result. I’m going to...resolve this.

G
I just want to say if a change makes it harder for the human...I'm ALL for it! Without being ridiculous of course. The AI needs all the help it can get! I might even argue Diety should be reserved for those looking for the ridiculous.

As far as starting units? Strip us down! Really Advanced Setup can quickly change this based on preferences.
 
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People have been demanding nerf after nerf to ‘unfair’ AI handicaps so that everyone can play Deity. This is the result. I’m going to...resolve this.

G
We asked for the removal of the free worker because the change of difficulty was very steep, and we thought it would scale more evenly if difficulty was achieved mostly by handicap values. Let's give them a chance.
 
The difficulty bonus doesn't trigger if AI doesn't have at least two cities, and settling speed was slowed substantially. Additionally, much of the AI's early game bonus came from settling new cities.

I suspect that has something to do with it.

Edit: Also, another note re: diplomacy - the AI is split-brained, so while the diplo AI and city production AI and military AI sometimes link certain functions together, in general they operate independently of each other. Coordinating them all with the diplo AI (as in some proposals I've seen) would require a ton of new code, much of it outside my expertise.
 
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If you want to make harder difficulties, do it and post it in the modmod section, like how pineappledan responds to balance choices he disagrees with. Because it seems to me that the community consensus is that the fundamental balance of the game is in a good place right now.

I may do that at some point. There are some other things I would like to change to be more realistic, difficult to attain, and sometimes just esthethical. Of course it may end up unplayable mess. On the other hand I would prefer to have just an option of real hard level within the normal VP (deity being a deity, when you can loose and competition is tight) so we could all share feedback within the same betas and changes.

I'm curious what settings you use beyond epic? What map type, size, etc. You do realize that epic and marathon are easier than standard, right? Depending on non-standard settings and things like re-rolling for particularly good starts you might be giving yourself extra advantages.

Standard map, just normal Pangeas and Continents, sometimes Communitas. Everything normal, sometimes strategic balance. I may try scarce resources in the future. I do not reroll, I am against recent changes of chopping, and luxury tiers stuff. Some civilizations should have better starts and some luxes should be worse as it was in real life. Your job is to overcome it and capitalize on what you have. I do not avoid tundra or jungle starts.

- playthroughs aren't balance issues?
- ok? that doesn't equal imbalance
- slightly more science and culture for superwide empires does not equal massive imbalance
- welcome to civ, bud
- and worse UI/UU/UB to compensate
Sorry, but I still disagree. If you have specific balance concerns, we're all ears, but stomping up and saying 'lol ur mod is broken xddd' is profoundly unhelpful.
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Playthroughs demonstrate that warmangering is unrealistically and game-brakeinlgy easy on the highest too levels. I do not consider myself a great player, and I still am able to quickly make deity unchallanging by medieval.
When you can consistently win on the level that should be extremely punishing for mistakes and "only best player in the world can handle" with suboptimal play something is not right. Something is too easy.
I didn't mean to be unhelpful, I give feedback in order to raise your awareness that VP lack proper difficulty scaling.
If you do not want to change existing balance can I just ask you to give us another difficulty level with more akin to vanilla Civ 5 deity or older VP incarnations?

despite how much i bring up the ELIMINATE_HUMAN.EXE post renaissance era discussion, i don't think it contributes to the difficulty at all .... it's like a suicide rush against a death wall , again it only hurts very early warmongers or very late close to the victory players who have not created a good safe zone around their boarders.

Exactly, it adds nothing to the difficulty, but feels anti-climatic. Let the AIs that wants you and have a shot at it (second third place, not bottom of the tree that can only suicide by dowing a leader) to go refocus on military and attack in coalition. Aggresively.

Not to say that I'm giving up on improvements, but significant changes to improve the AI's intelligence are hard to accomplish, come with tradeoffs, and no matter what, someone's going to be unhappy with the result.

You are right. I just wish we had more firm AI responses. If it wants to destroy you let them refocus all their might on military techs and prodution and waging an unending war and bribe/force alliances against the player. But if it has no borders, little army, is four cities tradition, and you can wipe it easily, let them recognise their national interest and sit tight, hoping to trade with everone and just survive enough to score a win against you.

People have been demanding nerf after nerf to ‘unfair’ AI handicaps so that everyone can play Deity. This is the result. I’m going to...resolve this.

I don't understand. They demanded to bring deity to king level so they can have 8 instead of 5 on the save number?
Any change that bring all menacing deity fell would be much appreciated by me. Even if it will be just bringing old flat bonuses/units the AI, especially at the start.
Gazebo, I have also tons of specific minor tweaks and ideas mainly to buildings and policies that I think would be worth giving a try. Mainly to give a more realistic/role-playing feel and reduce a little inflation of yields seen from medieval era onwards to force players to still think twice in they startegic choices. I will post them in time, maybe tinker my own mini mini-mod to test them. Would you be interested?
 
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I'm playing as Denmark in my current game and I'm finding Berserkers to be great. I wasn't making headway in my current war until I upgraded a bunch of swords into Berserkers. Who cares if they have slightly lower CS when they get 3 movement, free pillage, Charge, a bonus to being on pillaged tiles, and come earlier in the tech tree? They are mowing down the Netherland's Pikes and Knights.
How dare you attempt to make a fool of Supreme Glorious Leader! You will experience the true wrath of Dong's berserker: there will be no runestone erected in your honor!
 
We asked for the removal of the free worker because the change of difficulty was very steep, and we thought it would scale more evenly if difficulty was achieved mostly by handicap values. Let's give them a chance.

Don't forget that the free worker also simply favored certain starts for some AI and not others. AI that had wheat/flood plains got a huge boost from early farms while jungle/forest starts had an idle worker draining gpt.

Scaling difficulty up is fine, I don't care if I have to drop back down to Immortal. But I don't think it should be done via a free worker. Use a mechanic that is equally helpful to any AI start. Preferably equally helpful to any opening policy choice, too.

Having said that, I'm much more interested in AI logic improvements over yield bonus handicaps. Improving their worker logic to not leave important tiles unimproved, etc. Those changes aren't necessarily easy I'm sure but maybe more useful in the long run?
 
Exactly, it adds nothing to the difficulty, but feels anti-climatic. Let the AIs that wants you and have a shot at it (second third place, not bottom of the tree that can only suicide by dowing a leader) to go refocus on military and attack in coalition. Aggresively.

You are right. I just wish we had more firm AI responses. If it wants to destroy you let them refocus all their might on military techs and prodution and waging an unending war and bribe/force alliances against the player. But if it has no borders, little army, is four cities tradition, and you can wipe it easily, let them recognise their national interest and sit tight, hoping to trade with everone and just survive enough to score a win against you.

See my note above re: split-brained AI. I do what I can, but I'm more or less only adjusting the diplo AI, not affecting military, production or tactical decisions, so my scope is limited.

The idea of the AIs banding together and attempting to pose a challenge in other ways than simply all-out aggression when faced with an overwhelming opponent has intrigued me, though, and when I rewrite diplo AI interaction logic I will give this some thought.

Perhaps the weaker AIs could pour their resources into making one of the bigger players stronger (whichever they believe is the "lesser evil"), among other options.
 
Too many AI nerfs/changes across the board.

AI bonuses at deity are about 75% of what they were a year ago, and about half that of vanilla. The AI just doesn’t get all that many bonuses anymore, either early or over time.
This is what we all wanted, and I'm personally grateful that the VP team tried to trim as much fat as possible over many versions in order to reduce a lot of "fake" difficulty; evidently it's now time for a slight counter-balance to account for the lack of difficulty the pros are experiencing.

AIs do not produce the endless seas of units anymore. Before, people complained that the wars of attrition were too long and exhausting, now (different?) people find wars too easy. Hard to make everyone happy
I, for one, am not looking forward to endless carpets of units again (unless playing Deity), so hopefully Zebo's solution manifests through other means because I definitely ain't bout' that grind...

People have been demanding nerf after nerf to ‘unfair’ AI handicaps so that everyone can play Deity. This is the result. I’m going to...resolve this.
Somebody hold me: I'm scared... :eek2:
*Zebo posts new "hot fix" and AI comes out on turn 2 all like :popcorn: :cowboy: :ar15::trophy:

I propose creating a new tier for the upcoming menace named "Supreme Leader" difficulty.
 
People have been demanding nerf after nerf to ‘unfair’ AI handicaps so that everyone can play Deity. This is the result. I’m going to...resolve this.

G
I think the early game is generally okay, except the AI doesn't settle very quickly. I basically always get my next settler down before they do, which means I never get beat to city locations.

Late game, pump up those numbers.
 
CrazyG I think you've typically thrown off the bell curve when it comes to difficulty which is why you've fallen back on doing challenges when deity was no longer interesting by itself. Having said that, I'd be fine with the difficulty going up enough to challenge you on deity even if it meant I'd need to play on immortal again. Ideally not via a free worker, though. Bonuses that are more equitable for all AI would be better.

Also, I wonder how much of this is the AI currently making silly decisions? Maybe more people in the community could play games with settings that give them knowledge of what the AI is doing at all times? We could watch what the AI does and critique their decisions as feedback for the devs.
That's fair, but I think there's more to the difficulty falling. For example, I do a build order of monument-shrine-settler sometimes. Anyone can do that, and you get your second city down way before the AI does.

I actually play England a lot because I like watching what the AI is doing with the spy(which is why I really disliked how OP she was last patch). The only big really bad decision I'm repeatedly seeing the AI do is work a lot production while running a process. For example, using all engineer specialists but no scientists while running the research process. I suppose I could make a report with screenshots and logs.
 
Is the diplomacy logic tied to a leader personality?
Is there a list of these personalities somewhere?
I found out that playing with random personalities is a must for me BTW.
 
Don't forget that the free worker also simply favored certain starts for some AI and not others. AI that had wheat/flood plains got a huge boost from early farms while jungle/forest starts had an idle worker draining gpt.

Scaling difficulty up is fine, I don't care if I have to drop back down to Immortal. But I don't think it should be done via a free worker. Use a mechanic that is equally helpful to any AI start. Preferably equally helpful to any opening policy choice, too.

Having said that, I'm much more interested in AI logic improvements over yield bonus handicaps. Improving their worker logic to not leave important tiles unimproved, etc. Those changes aren't necessarily easy I'm sure but maybe more useful in the long run?
Oh yes. This caused input from deity players not valid for Emperor, among other things.
 
Played a game (1-11, installing 2-9b right now) recently after not touching this game for a few months. Some positive changes I noticed is that the AI was capable of holding long-term alliances and didn't backstab and denounce you the moment you captured a city. I also enjoyed the AI actually going out of their way to collaborate against me (WC proposals, DoF's with my other enemies) and having some difficulties in the WC despite having the most delegates by far. I also enjoyed that the AI would try to focus their efforts on a city-state with diplomat spam in order to try to flip it, although it's possible I'm just giving the AI too much credit. Honestly, based on what I'd heard in the Greece thread under Leader Balance, I thought Greece would be pretty weak. Greece seems like a very strong, balanced civ from my experience. Maybe I just had a lucky game?
One minor criticism I have (perhaps it's been changed in the latest version) is that the vassal AI tends to keep grudges for too long. One one hand, I understand that it's probably reasonable for the AI to be pissed at me for completely capitulating them to me and taking a large portion of their revenues; on the other hand, we're a team now, aren't we? Especially if I have the Iron Fist tenet: staying bitter for 100s of turns just seems pointless. Don't you think the vassals should eventually be friendly, especially if you are generous in their economic affairs? But I'm a noob, I'm sure there's a reason for this.
I hear a lot of mentions of balance in this thread regarding Authority being too strong. As a lot of players have already mentioned, this is primarily a result of human players being better in war than the AI. This is a problem, since Authority is supposed to be a "riskier" policy branch, since the benefits primarily come from successful war. Higher risk, higher reward. Problem is that the human player is far better at war than the AI and therefore there is a lot less risk in going Authority. There's not much to be done here since this has more to do with the difficulty than any balance issue. My two cents? I think a small part of the problem has to do with the free Settler that Authority receives, which is a solid advantage. I understand why this is: Progress is for wide civs that don't have much concern over war with their neighbors, while Authority is for early warmongers and therefore the early free settler is useful in grabbing land before it is settled by someone else. Again, I'm a noob who doesn't really play Progress, so take what I'm saying with a grain of salt. I'm not sure what can be done here. I'd say give Progress a free settler, but I'm sure someone has suggested this before and there's probably a reason as to why this has not been implemented.
Excited to test out this new update.

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Save game compatible. Am I right ?

Thanks.

Answer is: yes. Just clear cache before loading the save file after the hotfix update.

On the brainstorm of balancing issues:

_ in my opinion game should be balanced around King difficulty and standard speed. Give Deity players all the handicap they want. Emperor and Immortal should stay as they are.

I think a player could declare he acquired the difficulty when he can:

a) win games as warmonger, culture, science and diplo reliably. Choosing the right civilization.
b) standard speed
c) any kind of map
d) do not reroll starting position

Now on King I can (two years ago I was struggling at Chieftain ...).

On Emperor I can win steadily (80 %) as warmonger with a good starting position (so re-rerolling starting and choosing best of three in the end) on Epic speed. CV and SV are one level above difficulty wise. Diplo can be a nightmare because AIs start conquering CS like mad.

I'm ok with archer being 1 range: one exploit less and it hurts AI as well. Mathematics is not so far in tech tree and then you can field Composite Bow for the 2 range.

Playing as Songhai warmonger on a spectacular start (7/8 Pearls + 2 Corals) vs Denmark, India and Korea on my continent but there is runaway on the other Continent i do not know.
 
Authority has a free Settler so the aggressive player can focus on military techs and units. This way you can use that Settler as an outpost for your first victim, somewhere where your units gather and heal, close to your prey.
Getting this Settler at a meaningful time came at the cost of not getting science from barb camps for a while.

If you look at all the policy trees, they are designed for the player to focus in a playstyle, and the policies will cover the weaknesses of such playstyle.
For example, tradition shines at having large cities. You can expect that a tradition city will be able to work on most stuff around the city and then some specialist slots. It will even produce a few early great people that will make your good territory better. This fits with the playstyle that wants to maximize the value of each city, placing them in the perfect location that holds the most resources. The only caveat is that tradition happiness is backed by the capital, so controlling more than 6 cities is hard. Anyway, if you take this path, you will notice how policies are allowing you to play in that way at the right moment. You'll notice how your borders expands when needed, how you always have the people to work on stuff, how fast your cities become strong and keep being strong the rest of the game. It doesn't mind if you don't get the best army or your infrastructure is a bit behind, your cities are big enough to make up for that.

Authority is the same, but focus is on units. Everything is designed around the idea that the player will pump out units and will do something with that big army, and that something is rewarded in a way that the player does not regret not having built this or that in time.
 
Make sure you play the game to completion before thinking you actually won. Information era warfare is insane. And the mod keeps throwing challenges at you even if you think you're winning. If you are a seasoned Diety player you may be able to make the call that you've won halfway through. But unless you're absolutely sure, you may own 2/3 of the world but did you actually win the space race? Or did Brazil get the cultural Victory on you LOL

Eee... who cares? I do not how you like to spend you time but it is a strange idea. But players like me want an entertaining challenge throughout the game, which abruptly ends when you are first with everything and subjugated half the map, and it would be only another fifty turns to grind through next AI which throws newly trained tercios at sixth level fusilliers and gatling guns. And doing that will only yield lots of science, granting me atomic era before most of them entered modern and enough gold to upgrade everything.
I tend to lose interest in any game when it is already decided, not engaging, not challenging, and is just securing top spot. I do not take deity to do that.

The idea of the AIs banding together and attempting to pose a challenge in other ways than simply all-out aggression when faced with an overwhelming opponent has intrigued me, though, and when I rewrite diplo AI interaction logic I will give this some thought.

Perhaps the weaker AIs could pour their resources into making one of the bigger players stronger (whichever they believe is the "lesser evil"), among other options.

That are good things to hear. And it is an excellent idea. But how possible it is to code such a complex conditioning to AI?
Also great job on AI trickery with city-states when declaring war, flipping them the same turn. It happened to me several times with multiple city states captured. This is a mindset that AI that wish to compete with player should have.

I'd say give Progress a free settler, but I'm sure someone has suggested this before and there's probably a reason as to why this has not been implemented.
The only caveat is that tradition happiness is backed by the capital, so controlling more than 6 cities is hard. [...]
Authority is the same, but focus is on units. Everything is designed around the idea that the player will pump out units and will do something with that big army, and that something is rewarded in a way that the player does not regret not having built this or that in time.

Tradition have many more problems than happiness, specifically against warmongers and productive wide AIs. Specifically it has 1. production starved capital and cities which needs to work bonus buildings from policies, then guilds early (scientists are also hurt by that) and good food tiles to obtain all specialists as quickly as possible and grow fast and all that little production is going for wonders, many times you struggle with even normal buildings, building units in capital or core guilds cities is impossible if you want to develop and grab wonders 2. it is gold starved so it really can not buy units or invest in buildings as it is needed to secure wonders by investing in them 3. low supply cap to defend itself coupled with low production and low equates bad news when whole war declares on you because you going influential with everyone and have half of wonders, also it means no trade and no technology sells during late game which tends to be my only substantial gold source while tall 4. lack of strategic resources
In fact I find tradition tall games as of current versions more challenging than wide progress or warmongering.
The problem is Authority is insanely good because it is letting you have the same development as progress and tradition with insanely good scaling production (which is better than anything progress have) which applies to all cities and free settler on top of that. It can edge or at least keep up with tradition and progress in science and culture by constantly killing units and taking cities. Moreover all standard benefits as capturing wonders and devloped capitals apply also. In my last game I had not built any units beside a few. You have many quickly developing cities, you have developed conquered cities, they can do well without investing and you have gold to buy all your units.
Authority is king. It is not risky, it gives you everything it should deprave you of (weak development and science, culture as honor in vanilla). It dhould give you just good army.
Also Progress is strange first policy tree as it shines mostly middle-late game, especially in conjunction with industry.

I understand why this is: Progress is for wide civs that don't have much concern over war with their neighbors
Progress shines in late game warmongering. It is just much worse Authority early, at the time game is many times decided.

Much love to you all.
 
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Played a game (1-11, installing 2-9b right now) recently after not touching this game for a few months. Some positive changes I noticed is that the AI was capable of holding long-term alliances and didn't backstab and denounce you the moment you captured a city. I also enjoyed the AI actually going out of their way to collaborate against me (WC proposals, DoF's with my other enemies) and having some difficulties in the WC despite having the most delegates by far. I also enjoyed that the AI would try to focus their efforts on a city-state with diplomat spam in order to try to flip it, although it's possible I'm just giving the AI too much credit. Honestly, based on what I'd heard in the Greece thread under Leader Balance, I thought Greece would be pretty weak. Greece seems like a very strong, balanced civ from my experience. Maybe I just had a lucky game?
One minor criticism I have (perhaps it's been changed in the latest version) is that the vassal AI tends to keep grudges for too long. One one hand, I understand that it's probably reasonable for the AI to be pissed at me for completely capitulating them to me and taking a large portion of their revenues; on the other hand, we're a team now, aren't we? Especially if I have the Iron Fist tenet: staying bitter for 100s of turns just seems pointless. Don't you think the vassals should eventually be friendly, especially if you are generous in their economic affairs? But I'm a noob, I'm sure there's a reason for this.
I hear a lot of mentions of balance in this thread regarding Authority being too strong. As a lot of players have already mentioned, this is primarily a result of human players being better in war than the AI. This is a problem, since Authority is supposed to be a "riskier" policy branch, since the benefits primarily come from successful war. Higher risk, higher reward. Problem is that the human player is far better at war than the AI and therefore there is a lot less risk in going Authority. There's not much to be done here since this has more to do with the difficulty than any balance issue. My two cents? I think a small part of the problem has to do with the free Settler that Authority receives, which is a solid advantage. I understand why this is: Progress is for wide civs that don't have much concern over war with their neighbors, while Authority is for early warmongers and therefore the early free settler is useful in grabbing land before it is settled by someone else. Again, I'm a noob who doesn't really play Progress, so take what I'm saying with a grain of salt. I'm not sure what can be done here. I'd say give Progress a free settler, but I'm sure someone has suggested this before and there's probably a reason as to why this has not been implemented.
Excited to test out this new update.

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Glad to hear you've noticed improvements, and thanks for sharing your game with us :). Just a bit of advice, if you insert your screenshot inside a spoiler using the 'insert spoiler' option at the top of the comment box, if will save help save a lot scrolling!
 
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