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

Discussion in 'Community Patch Project' started by Gazebo, Feb 19, 2020.

  1. Gazebo

    Gazebo Lord of the Community Patch Supporter

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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        Cleaned up outdated XML-based code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 HCW, 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
     
    Hinin, cerk, Dimmy and 19 others like this.
  2. jaymrobinson

    jaymrobinson Chieftain

    Joined:
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    Nice, was just about to start a new game.
     
    JamesNinelives likes this.
  3. General_Drax

    General_Drax Warlord

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    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 !
     
    JamesNinelives likes this.
  4. Recursive

    Recursive Emperor

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    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.)
     
    Last edited: Feb 19, 2020
  5. usadefcon1

    usadefcon1 Warlord

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    Just what I've been waiting for. Tnx for quick update!
     
    JamesNinelives likes this.
  6. JamesNinelives

    JamesNinelives Emperor

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    These all look like great changes, particularly happy with the various bugfixes! :D
     
    Last edited: Feb 19, 2020
  7. CrazyG

    CrazyG Deity

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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.
     
  8. JamesNinelives

    JamesNinelives Emperor

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    Thanks for the heads up, I was probably going to go down a difficulty for this patch anyway lol.
     
  9. Balint2

    Balint2 Chieftain

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    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
     
    vyyt likes this.
  10. Zuizgond

    Zuizgond Prince

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    Strange, this is the first time I have a CTD (at turn 79), even if I reload the game.
     
    WarDude76 likes this.
  11. CrazyG

    CrazyG Deity

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    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).
     
    JamesNinelives and Balint2 like this.
  12. Cat-du-fromage

    Cat-du-fromage Warlord

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    modpack maker is still broken, RIP multiplayer
     
  13. Moi Magnus

    Moi Magnus Emperor

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    My guess is that it is linked to the tweak to border expansion diplomacy penalty:
     
  14. JohnnyNT

    JohnnyNT Chieftain

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    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.
     
    Last edited: Feb 19, 2020
    Randomized and Cat-du-fromage like this.
  15. CrazyG

    CrazyG Deity

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    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.
     
  16. Zuizgond

    Zuizgond Prince

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    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?
     
  17. SuperNoobCamper

    SuperNoobCamper Prince

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    Time to get back to Emperor i guess.
     
  18. Recursive

    Recursive Emperor

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    CTD should be reported on Github, especially if reproducible.

    Not related.
     
  19. Recursive

    Recursive Emperor

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    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.
     
    Last edited: Feb 19, 2020
  20. Gazebo

    Gazebo Lord of the Community Patch Supporter

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