Aristos
Lightseeker
Mind you I'd have to ask why anyone still uses IE!![]()
bad habits don't go away easily...

Mind you I'd have to ask why anyone still uses IE!![]()
me toothe AI is horrible at building their religious wonde
If there's a part of 'human behavior' that I've missed, let me know.
G
Hi Gazebo,
Is Authority scaler supposed to be 3 or 4 percent ?
Because your tooltip says 4% per policy but the xml files say 3% per policy.
Am I the only one who thinks Building costs should be scaled down?
It's a bit weird for me that a Pioneer/Conquistador raised city is going to have more constructions than pretty much anything in your civ excluding capital and maybe 2nd/3rd city if they've got a good location.
I play on Epic.
I think Building Purchase Costs should be cheaper in the Early game and a bit cheaper compared to Units, as it will make early gold look better and you only get half the Building.
Purchase Costs should scale more with # of Cities than w/ # of Techs for the sake of smaller Civs w/ Gold Focus.
Am I the only one who thinks Building costs should be scaled down?
It's a bit weird for me that a Pioneer/Conquistador raised city is going to have more constructions than pretty much anything in your civ excluding capital and maybe 2nd/3rd city if they've got a good location.
I play on Epic.
Some "human behavior" that are maybe not in the current version :
+ Building chains : sometime, some not-so-usefull building are needed for more usefull ones. (Example : if I remember correctly, Forge is sometime useless but unlock some really good buildings).
+ Useless spectialist slots : if the city has not suffisantly pop potential, Guilds are uselless, and specialist-building are less usefull.
+ Free buildings : Some wonders, and some policies (mostly ideologies) give free buildings. I will not build them if I'm almost sure to have them free.
+ Delaying Settler : If the city grow in 2 turns, I wait 2 turns before starting a Settler.
+ Production / Tech synchronisation : "I unlock writing in 4 turns, and I would like to build as soon as possible a library (or the Great Library) in my capital, so I will not begin a world wonder or anything really long". Similarly, if I'm about to unlock a powefull unit, I will maybe build a lot of the outdated unit to upgrade them immediatly and attack, or at the contrary wait for the tech if I can't afford upgrading a lot of units.
=> This kind of behaviour is probably difficult to code, and I'm not sure it will really improve the IA.
1 Building chains : sometime, some not-so-usefull building are needed for more usefull ones. (Example : if I remember correctly, Forge is sometime useless but unlock some really good buildings).
2 Useless spectialist slots : if the city has not suffisantly pop potential, Guilds are uselless, and specialist-building are less usefull.
3 Free buildings : Some wonders, and some policies (mostly ideologies) give free buildings. I will not build them if I'm almost sure to have them free.
4 Delaying Settler : If the city grow in 2 turns, I wait 2 turns before starting a Settler.
5 Production / Tech synchronisation : "I unlock writing in 4 turns, and I would like to build as soon as possible a library (or the Great Library) in my capital, so I will not begin a world wonder or anything really long". Similarly, if I'm about to unlock a powefull unit, I will maybe build a lot of the outdated unit to upgrade them immediatly and attack, or at the contrary wait for the tech if I can't afford upgrading a lot of units.
- Let the other players vote for or against something while you vote for/against something nobody else will.
6 Propose something you don't care about but you know other people will have to vote on, sucking away their votes.
7 Propose something just to appease other players.
8 Avoid spying on or proposing a vote a potential/current friend will dislike.
9 Avoid declaring friendship to avoid the hate of their enemies.
10 Avoid starting a wonder if you're about to get a Great Engineer and want to rush it
11 Save to purchase things that are more efficient and build things that are less efficient.
I don't see this at all, anything settled in ancient/classical era is going to be ahead of pioneer cities easily. Sure, settling cities by the time you're at civil service isn't necessarily a good move (you're still going to be more likely to get a good location however), but still.
The others are already present.
You kinda have to work to keep the city relevant, focus on getting production-buildings up first, manually selecting tiles with decent production on them and not just let the AI run all specialists.I agree that they're ahead in Pop, but in buildings? Not in my case at least. Capital, okay, no problem. Second/third city - okay (easily if in a very good spot). Fourth? Leagues behind (unless the location is extraordinary), even if the fourth I settle by late very early classical or end of ancient (which I do often).
I feel as it could partially be due to technological growth being a bit too fast, because of which the buildings come too quickly.
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I've just think of another detail :
During a game with team enabled (and research agreement), an AI declare wars on my teammate while I had a declaration of friendship (and a research agreement) with his teammate.
It was a very bad move :
+His teammate was forced to become a backstaber.
+They lose a research agreement
+We were two on his island, and his teammate was in another, so we were two against one, and we eliminate him.
=> I'm not sure teams are correctly handle by AI.
(This is probably not the good place to post this)
City states are not declaring war when their allies declare war on other civs. (for the AI anyways)
strange... I just had Poland and all its 3 CS allies declare war on me, business as usual... are you sure you don't have some setup mismatch?