I will say this - beyond the handicap bugfix, the AI was making some really bad decisions early game, esp. with workers. Fixing that was like shifting them from 1st to 2nd gear early game.
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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.
I would drop the bonus from generating Great People and finishing Trade Routes, then I might be OK with this setup. For two reasons: 1. GP generation and trade routes are way too variable, so you'll get huge differences between different AI Civs. 2. These effects occur far too frequently compared to all the others. I consider this both unreasonable and unnecessary as a bonus against human players.
I think you have to be careful that your list of events that lead to bonuses doesn't upset the balance of other things. For instance, removing great person bonuses but leaving settling/capturing cities would harm an AI that is going small/tall (like how the AI often plays Korea) relative to AI going wide.
I think you have to be careful that your list of events that lead to bonuses doesn't upset the balance of other things. For instance, removing great person bonuses but leaving settling/capturing cities would harm an AI that is going small/tall (like how the AI often plays Korea) relative to AI going wide.
But that's pretty weird and variable too. Why not just drop ALL of these items and instead just offer something that's clean across all playstyles, like a smaller bonus for every technology research?
I see the appeal of trade routes, it is something that scales slowly over the game. But it must make Petra or Colossus really good for the AI.I would drop the bonus from generating Great People and finishing Trade Routes, then I might be OK with this setup. For two reasons: 1. GP generation and trade routes are way too variable, so you'll get huge differences between different AI Civs. 2. These effects occur far too frequently compared to all the others. I consider this both unreasonable and unnecessary as a bonus against human players.
The current iteration generates more variability.
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Mande used to be knight, is just a leftover error. I'll fix.Is it intentional that you can buy horsemen without barracks, but you need a barracks to buy Mandekalu cavalry?
I see the appeal of trade routes, it is something that scales slowly over the game. But it must make Petra or Colossus really good for the AI.
I'm thinking that several AI that are constantly a problem to deal with on Deity have trade route things going on, so they might complete them more often than others, for example I think that trade routes to foreign civs get pillaged a lot more often than internal or to city state, and Germany is frequently the leader of the pack on high difficulties.
The fact that each Civ is unique and takes entirely different Policy paths isn't already unique enough? The AIs need a boost that buffers them, not this odd thing that makes them even more unpredictably different from one another.
The civilopedia still claims that yields are compared to empire yields rather than to global yields.
The civilopedia needs a major overhaul and many corrections. And also need to include the equations and the mathematics behind it. One equation is worth 1000 words.
But that's pretty weird and variable too. Why not just drop ALL of these items and instead just offer something that's clean across all playstyles, like a smaller bonus for every technology research?
But it must make Petra or Colossus really good for the AI.
It has been discussed before that it is nice idea to be able to stop TRs and re-rout them, but turns out is programming nightmare to make the AI capable of doing the same. I always believed (without proof) that the AI somehow cheats and re-routs their TRs anyway. I have seen TRs just pass in a certain spot and I setup an ambush there for them. But they never appear again.Honestly the bonuses from an extra TR I don't think matter nearly as much as the timing of TR pillages. The right war timing could pillage 5-6 TRS right before they complete....which is an incredible amount of bonus for the AI. I also agree with you it makes ITRs a lot stronger for the AI in general due to its safety.