New Beta Version - February 18th (2-18)

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Gazebo

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Hey all,

New beta inbound. Reverts a few changes (see! it does happen!) and cleans up quite a few crusty bugs that had crept in. AI is performing very, very well on this one.

Code:
Bugfixes for tactical and homeland AI
    Cleaned up outdated XML-based code
Bugfixes and logic improvement for AI selection
    Belief - fixed building bonus yield inflation issue, tweaked valuation of some high-priority belief attribs.
        Also added in a bit more AI variability, so we should see a wider selection of belief choices than before.
    Buildings - reworked AI yield valuation for flat yields from buildings to make them more important
Integrated VMC code and brought to v94
AI workers more bold in their desire to improve tiles in spooky places
AI worker logic vastly improved, sanitized, reprioritized
AI homeland patrol/escort code cleaned up, more effective at finding proper tiles to park on
Fixed pioneer cost bug
Integrated JFD request code
Fixed bug in gold theft value for spies
Fixed bug in difficulty handicap logic
AI diplo changes from Recursive, specifically dealing with AI military strength evaluation

Balance
    Difficulty
        AI gets their 'A/B/C' bonus starting at first city founding
    Units
        Archer unit back to Range 2
            CS/RCS now 4/5, p cost 55
        Slinger backt to Range 2
            CS/RCS now 4/6, p cost 55
        Axeman now CS/RCS 7/7
        Barbarian Warrior now 8 CS
        Chariot Archer CS bumped by 1, cost reduced by 5 (match archer)
    Barbs
        Reduced theft amount from barbarians
    Buildings
         Removed RCS % range strike buff from Military Base
    Civs
        Spain
            Removed RCS city bump from Mission
    Beliefs
        Reduced God of War RCS for City % to 10 (was 15)

Online as of 12:15am CST. Not savegame compatible.

Link: https://mega.nz/#F!2Jdw3aQT!Z49gV7KAyMq6YiG5BD9jaA

Cheers,
Gazebo
 
This is unexpected.

"Difficulty
AI gets their 'A/B/C' bonus starting at first city founding".

So getting a religion or an early wonder seems more difficult.

I'm eager to test this.

Thank, G !
 
The difficulty page on the wiki has been updated with the most recent information, for anyone who's curious.

https://civ-5-cbp.fandom.com/wiki/AI_and_Difficulty

I'm also eager to hear from players on the current state of the diplomacy AI.

If you have feedback to provide, there is a dedicated thread: https://forums.civfanatics.com/threads/vox-populi-diplomacy-feedback.652134/

(Details on the game are appreciated when giving feedback. If you have feedback about a specific AI's performance, including a screenshot of that AI's opinion table, i.e. the list of relationship modifiers, is greatly appreciated - it's visible by mousing over their portrait when using EUI, or by mousing over their visible approach in the leader scene.)
 
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What exactly did you give to the AI on settling?
Spoiler Screenshot 1 :

20200219165836_1.jpg

I'm already forward settled. All AI already have 3 social policies. Guess its time for war.


Spoiler It worked for a while :

20200219171318_1.jpg

I got one city, but now Korea has walls, which just dealt 100 damage to a war chariot. I declared on Mongolia too for a free cultural CS alliance (82 influence!) Brazil has 11 techs and 4 social policies I have 5 and 3. Even with mount Sinai I don't think I can get a religion


Guess I'll be on immortal for a game or two.
 
What exactly did you give to the AI on settling?
Spoiler Screenshot 1 :

View attachment 546508
I'm already forward settled. All AI already have 3 social policies. Guess its time for war.


Spoiler It worked for a while :

View attachment 546507
I got one city, but now Korea has walls, which just dealt 100 damage to a war chariot. I declared on Mongolia too for a free cultural CS alliance (82 influence!) Brazil has 11 techs and 4 social policies I have 5 and 3. Even with mount Sinai I don't think I can get a religion


Guess I'll be on immortal for a game or two.
I thought now cities had less rcs and more health.
Is it normal that a warchariot got onehit by a city with walls? Especially that your chariots are not even in rough terrain from what I see
 
I thought now cities had less rcs and more health.
Is it normal that a warchariot got onehit by a city with walls? Especially that your chariots are not even in rough terrain from what I see
Chariots in open terrain are taking around 66, in forest they get one-shot (you can't see the one that ended a forest, because he's dead).
 
What exactly did you give to the AI on settling?
My guess is that it is linked to the tweak to border expansion diplomacy penalty:
I'll adjust it so you need 80% more than the global average # of cities (up from 50%) to get the modifier, and see if that helps. There have been a number of reports about this modifier.
Also, the AI will likely be expanding more next version. If their expansion speed increases I'll tweak it back down, but this should be fine.
 
Great, will check if modpacks are working properly right away.

EDIT: Top right panels still not working, same as in 2-9-4b, issue is already posted on GitHub. Noticed that modpack maker throws some error with Korean language database and some warnings afterwards, so maybe the problem is someewhere there.
 
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My guess is that it is linked to the tweak to border expansion diplomacy penalty:
No its because G gave them a big bonus when they get their capital. On immortal (without ruins) AI civs already have social policies, new citizens and extra techs on turn 1. If they took tradition or progress they will have 2 policies before I even finish my monument.
 
If Bonus A (from ABC) is 340, which is the amount in immortal difficulty, how much does it represent in terms of food/production/gold/science/culture on epic?

Bonus for Immortal difficulty, Ancient and Classical era:

Era = 1
Base = 7
A = 340
B = 240
C = 160

Yields = Base * ((C * Era * Era) + (B * Era) + A) / 100

Yields = 7 * ((340 * 1 * 1) + (240 * 1) + 160) / 100

Yields = 7 * (340 + 240 + 160) / 100

Yields = 7 * 740 / 100

Yields = 5180 / 100

Yields = 51.8 (rounded down to 51)

Yield Bonus: +51 Gold, Science, Culture, Golden Age Points

Bonus triggers:
- Creating a city
- Capturing a city
- Winning a war (warscore above 25)
- Constructing a World Wonder
- Birth of a Great Person
- Completing a trade route to a major civ
- Entering a new era

If bonus was not triggered by a Great Person's birth or a trade route completion, then all cities also gain +51 Food and Production.

If bonus was triggered by entering a new era, double the yields to 102.

As Era goes up (2 in Medieval, 3 in Renaissance, etc.), based on the AI's current era, the bonuses will increase exponentially.
 
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