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

Status
Not open for further replies.
Is the RCS difference I'm seeing because of tradition? Even if it is, that's a bit on the high side. 25% of 21 is 5.25, yet he is getting 7 extra RCS.

Am I missing something or am I confusing Rostov with Nicaea numbers? 23*125% = 28 rounded down, and 23/28 is Nicaea CS/RCS in that screenshot. :crazyeye:

Anyway my reply is mostly meant to ask you to put big images in spoilers :P
 
Am I missing something or am I confusing Rostov with Nicaea numbers? 23*125% = 28 rounded down, and 23/28 is Nicaea CS/RCS in that screenshot. :crazyeye:

Anyway my reply is mostly meant to ask you to put big images in spoilers :p

Nope looks like I am:( hehe nothing to see here!


One AI note, the AI is being much more aggressive with citadel placement this game. My borders are getting taken left and right by the various civs. Honestly most of the placements look pretty good, snagging some strategics, or in pretty defensive places that I would consider myself. So well played AI!
 
I'm using Recursive's dll; the emperor AI feels better/harder than it did in the 2/9 version at least. I'd have to play more than one game, but 200 turns in has felt nice (currently sitting 3rd in score without founding).
 
Hello,
nice to meet you all.
I've been a passive reader of this forum for a few years, as well as a player of this wonderful mod. It has been 2 or 3 years now, I think.
I have the same problem with this beta as 2 other people - somewhere between 40-60 after starting a new game it simply quits - no error message, nothing.
I happend in the past a few times with some versions, especially very late in the game or after several restarts, but that was really rare.
Now it is consistent. I've tried to install this version once more, and the result is the same. I haven't installed any new drivers etc. in the meantime, so I guess something must be wrong with this version...

Same here, I reverted to 2.9.4b and it works fine, we're a couple who have reported "CTD" on github.
 
Not using the experimental DLL, Immortal feels really tough ... i can feel the difficulty spike like what it used to be between Emperor and Immortal like a year or so.
Compared to my games on emperor on previous patches, I cannot feel the difference in the current Emperor game i started as Spain playing progress, I caught up in tech slightly later Late medieval than what i usually do Ethiopia was the tech leader all along with a tech lead between 8-6 techs ahead, pretty much everyone is completed their first social policy tree with an opener of the second besides Ethiopia and Me with 2 policies in the second tree.
Tradition Ethiopia with 8 wonders founded first with reliquary and the specialist follower, reformed very early even before enhancing choosing zealotry and the science follower and to the glory of god, I founded second with the Hero Worship and Orders, I had approximately 20 turns of crippled empire after i got 2 DOWs with my luxury trade partners, Brazil and Iroquis denying me +50% happiness leading to barbarian skirmishers spawning & pillaging my luxuries putting my happiness even lower that i had to buy luxuries at 15 gold from Arabia.
I could not enhance early enough to get Zealotry so i got Mosques and Mendicancy then reformed choosing Crusader Spirit.
Early medieval was basically spam Conquistadors and Heavy Skirmishers and grab the nearest cities, specifically Ethiopia's as they actually entered renaissance just as the war started, got myself a lot of gold & culture to be the Social policy leader, 4 cities with 8 wonders, 3 great prophets thanks to Orders, Hero Worship and Spain's UA.
The war ended with Ethiopia still 6 techs ahead of everyone but eliminated from the game.

Edit : I'm around turn 200 now with no CTDs ... Using VP-EUI, 4UCs, Community events,Unique CS and really advanced setup.
 
seems like without bonuses AI can't face a human brain :(

Edit: most of the time AI perform well early but after the renaissance they became decadant et they fall behind harder and harder as the eras passe
I observed very often by spies, that the AI starts to neglect food in mid renaissance.
For some strange reasons, AI cities really like to adjust their excess food to the value of around 30. Thats ok for pre renaissance, together with the AI flat yield bonuses, but absolutly useless later on. Most of AI cities need 20-30 turns for the next citizen and I think, this really cripples the AI for the lategame. With the help of Gazebo, I found this table, which gives each yield a relative value and I would really like to know, do you guys agree with the values of each yield type?
Spoiler AI Yield Type Values :

UPDATE Defines
SET Value = '0.5'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_FOOD';

UPDATE Defines
SET Value = '1.0'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_PRODUCTION';

UPDATE Defines
SET Value = '1.5'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_GOLD';

UPDATE Defines
SET Value = '2.5'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_SCIENCE';

INSERT INTO Defines (Name, Value)
SELECT 'AI_CITYSTRATEGY_YIELD_DEFICIENT_CULTURE', '2.5';

In my opinion, the value for food is a bit too low and I really wonder why gold is valued greater than production....
 
I thought new random seed didn't do anything anymore? Surprised community events still has it.

Nah, new random seed doesn't have anything to do with Community Events per se. I just have it checked in game setup by default. Not sure if it does do anything these days I guess. With regards to the CTD that I think was event-related that happened a long time ago, I only mentioned it for reference.
What's with the horribly pixelated borders?

Honestly I didn't notice it until you pointed it out. Looking through my screenshots it seems to have been the case since December 2018. Might be that I have my graphics on a lower setting? It's more noticeable when zoomed all the way out.Tbh I play in strategic mode a lot these days, past the early game anyway, which might be why I didn't notice.
 
Last edited:
I observed very often by spies, that the AI starts to neglect food in mid renaissance.
For some strange reasons, AI cities really like to adjust their excess food to the value of around 30. Thats ok for pre renaissance, together with the AI flat yield bonuses, but absolutly useless later on. Most of AI cities need 20-30 turns for the next citizen and I think, this really cripples the AI for the lategame. With the help of Gazebo, I found this table, which gives each yield a relative value and I would really like to know, do you guys agree with the values of each yield type?
Spoiler AI Yield Type Values :

UPDATE Defines
SET Value = '0.5'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_FOOD';

UPDATE Defines
SET Value = '1.0'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_PRODUCTION';

UPDATE Defines
SET Value = '1.5'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_GOLD';

UPDATE Defines
SET Value = '2.5'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_SCIENCE';

INSERT INTO Defines (Name, Value)
SELECT 'AI_CITYSTRATEGY_YIELD_DEFICIENT_CULTURE', '2.5';

In my opinion, the value for food is a bit too low and I really wonder why gold is valued greater than production....

Very difficult to say without knowing what the nature of the bonuses the AI gets are. If they get lots of food already, perhaps they don't need to work food tiles as much? Gold being higher than prod does seem odd, but I'd just ask G directly because interpreting these numbers without the full context might be misleading.
 
I observed very often by spies, that the AI starts to neglect food in mid renaissance.
For some strange reasons, AI cities really like to adjust their excess food to the value of around 30. Thats ok for pre renaissance, together with the AI flat yield bonuses, but absolutly useless later on. Most of AI cities need 20-30 turns for the next citizen and I think, this really cripples the AI for the lategame. With the help of Gazebo, I found this table, which gives each yield a relative value and I would really like to know, do you guys agree with the values of each yield type?
Spoiler AI Yield Type Values :

UPDATE Defines
SET Value = '0.5'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_FOOD';

UPDATE Defines
SET Value = '1.0'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_PRODUCTION';

UPDATE Defines
SET Value = '1.5'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_GOLD';

UPDATE Defines
SET Value = '2.5'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_SCIENCE';

INSERT INTO Defines (Name, Value)
SELECT 'AI_CITYSTRATEGY_YIELD_DEFICIENT_CULTURE', '2.5';

In my opinion, the value for food is a bit too low and I really wonder why gold is valued greater than production....
That’s food post consumption mind you. So it’s lower because it’s actively being consumed.
 
For experiment's sake I'm sharing a new DLL for this version with a 2/3 reduction of bonuses for capital founding, and a 1/2 reduction for all future city founding. I'll be interested to get Deity feedback on <100 turn behavior.

Edit: also, reminder, you can see all handicaps and handicap info in the log 'DifficultyHandicapLog.csv'
G

Auch. As a somewhat experienced Deity player this update, and the last one, was a bit of rude awakening.

With No DLL mod, version 2-18b, Deity, Epic speed, Rage barbarians, No events as Austria. I didn't really pick Austria or anything but just did a random start. It's not like it has any early good bonuses I utilized.

By turn 31 all four AI:s I had met (Arabia, Egypt, Ethiopia and Germany) had all ...

Founded a second city.
Unlocked their first policy and picked a second one, everyone went Tradition.
Had five or six unlocked techs, I had four.
Built both the first tier wonders, Egypt built Stonehenge and Arabia built Pyramids.

Meanwhile I had settled my capital on a river hill with Marble. I had triple ivory and one deer tile to work. Zero policies. One city. Four pops. Four techs. Failed Pyramids by three turns.

With the DLL mod from Gazebo. still version 2-18b. Same turn zero save. By turn 31. I had met Egypt, Germany, Ethiopia and Byzantium.

Nobody had built any wonders. I was six turns away from Pyramids this time.
Nobody has picked a second policy but from their populations I suspect that Egypt, Germany and Ethiopia went tradition again as their first picks.
Germany has managed to plonk down a second city.
Everyone has either three or four techs.

I had just unlocked Authority. Four techs. Four pops. Six turns to Pyramids. I got Pyramids on turn 37. Nobody built Stonehenge yet.

A slight variation is most likely due to Ancient ruins, but not earth shattering. More had to do with that on the second go the scout was twatted by a barbarian horde up in the jungle. So I didn't meet the same civs, or get the exact same outcomes from ruins -- one gave gold instead of production, another one gave culture instead of a map. But it didn't really change anything big.

Sure it could just all be in this one test game. But I have a strong suspicion that it's not. I would say that without the DLL change the game is borderline unplayable on Deity. I'll do a few more random restarts but I suspect that you'll always be behind, you'll never catch up and it's just going to suck hard for you. You just can't really get the early momentum needed to get started but just get curb stomped by the AI from the start. It was somewhat harsh but still playable with version 2-9-4b. But without going hard into war you just had a horrible and hard time trying to keep pace or get past the AI. If you fell behind by a few techs, four or five, it was more or less game over. But that might just be my opinion based on a few games earlier this month.

(edit) CTD on turn 74/75.
 
Last edited:
Observing strange AI behavior for spreading/defending their religion (still since several patches).
Byzantium in my game founded last a religion, but even after 60 turns didn't spread its religion to its own cities, 4 missionaries were enough to completely convert them without any resistance.
Carthage in my game completely gave up defending its own religion after 200 turns, lost
 
That’s food post consumption mind you. So it’s lower because it’s actively being consumed.
I will try some test runs tonight.
Btw. No value for faith?
Can I simply add some columns for faith like the others or would it refer then to no entry in an other data?
 
I observed very often by spies, that the AI starts to neglect food in mid renaissance.
For some strange reasons, AI cities really like to adjust their excess food to the value of around 30. Thats ok for pre renaissance, together with the AI flat yield bonuses, but absolutly useless later on. Most of AI cities need 20-30 turns for the next citizen and I think, this really cripples the AI for the lategame. With the help of Gazebo, I found this table, which gives each yield a relative value and I would really like to know, do you guys agree with the values of each yield type?
Spoiler AI Yield Type Values :

UPDATE Defines
SET Value = '0.5'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_FOOD';

UPDATE Defines
SET Value = '1.0'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_PRODUCTION';

UPDATE Defines
SET Value = '1.5'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_GOLD';

UPDATE Defines
SET Value = '2.5'
WHERE Name = 'AI_CITYSTRATEGY_YIELD_DEFICIENT_SCIENCE';

INSERT INTO Defines (Name, Value)
SELECT 'AI_CITYSTRATEGY_YIELD_DEFICIENT_CULTURE', '2.5';

In my opinion, the value for food is a bit too low and I really wonder why gold is valued greater than production....
So that's why city manager decides to work a 3:c5food:1:c5gold: lake over a 3:c5food:1:c5production: farm on fresh water plains.

By the way, is tile selection while building settlers fixed in these versions? Several versions ago I still have to manually pick tiles while building settlers.
 
100 turns into a game with G's adjusted DLL file.

I played Songhai with authority. 3 Mandekalu cavalry single handedly defeated Rome, conquering 5 cities and 2 city states. AI on my continent aren't keeping up in any demographic, though someone on another continent somehow has more hammers than I do, I'm even in a golden age.

Notable thing is that Mongolia, my next victim, who has told me he is afraid of me, currently has 0 warmonger bonus.

The AI could probably get the full bonus for settling cities, but 2/3 just for their first city. Before Deity felt totally unplayable, AI were at 3 policies when I got my first. I'll try a peaceful game with a less OP civ next.
 
That`s strange just double checked and my game still crashes on this savegame after hitting end turn. Game never crashed for me with VP before this beta. I wonder where to look? Maybe i need to clean some cashe? I really don`t know where to look.

Yeah looks like problem was with repack i was using to play from work. Everythin working fine on steam licence at home. So if enyone expirience CTD`s in this beta should check this out.
 
Pre adjusted version, Immortal:

At turn 301 Suleiman has 63 techs 25 social policies after 100 turns of war with me and taking 7 of his cities of which he took back 1.
Also 25 wonders all of them built by him, has no vassals.

Now he has submarines vs my mostly sotl fleet and 65% anti warmonger fervor so i think im pretty lost on Immortal, going warmonger.

Also he never got the -10% cs unhappines modifier.

Also I had a really solid early game. (still 2. In score)

Other AI doesnt rly care about him.

Observations, conclusion from this 1 game :

1- immortal should be a bit easier than that imo, wasnt making big mistakes still lost on not-diety.
2- never seen an AI build that many wonders, have 2x the score of the 2. AI without going warmonger (well he took 2 city states). So seems more snowbally than before, from this 1 game.
 
Last edited:
Observing strange AI behavior for spreading/defending their religion (still since several patches).
Byzantium in my game founded last a religion, but even after 60 turns didn't spread its religion to its own cities, 4 missionaries were enough to completely convert them without any resistance.
Carthage in my game completely gave up defending its own religion after 200 turns, lost

I've noticed this as well. Had a game in the previous beta where the largest civ (14 cities to my 3) only had it's capital as part of it's religion. I never spread to him - natural pressure of other religions just phased out his religion until all his cities had no majority. One Inquisitor on each city would have fixed everything.
 
I find the Experimental dll odd. I'd say it's too weak, but I'm not sure...half the AI's are severely underperforming, one is too strong, and the last two seem to be where they ought to be.
 
Status
Not open for further replies.
Back
Top Bottom