New Beta Version - May 21st (5/21)

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Really 3 rich wealthy and big cities for 1 tech ? are u kidding me. Well I should purpose that deal, but really IA undervalued the "price" of cities ! Siam was 3rd in scoreboard and me 7th. Now after the deal im 3rd and he is 7th .... he offered me one city with 35 pop, 28 pop and 24 pop when u know at this moment the biggest city of the wolrd is 38 pop....
IA really struggles to estimates the right price of a city... for Siam, his little city newly founded on 1 tile tiny island is near the same value of is 2nd founded city with 35 pop (and was his biggest city ahead his capital ! )

Maybe this is already in the game, but the AI could simply be trained to overestimate their own cities and underestimate others' in trade deals, because the human player has tons of situational awareness that we can't give the AI.
 
In my opinion, city exchange is undervalued, especially for a big commercial empire.
In my recent game as Indonesia on emperor difficulty, I have tons of strategic resources, luxuries and GPT. I could buy AI cities around 1000-4000 deal value, 50 GPT for 50 turns at the minimal plus luxuries and strategic resources.

After the city exchange, they often dropped to 7th/8th. Actually, considering my powerful empire, I could backstab them and dominate half the game.
 
I tried buying some Cities in my last game; I did notice Cities can only be bought from Friends, which is nice both thematically and gameplay-wise.

The valuation of Cities did seem quite odd though. Lending a lux or strategic resource would net me 100–300 each in Deal Score (= about that much in straight Gold), but buying a medium-sized City would only cost about 1000 in Deal Score/Gold. If I think I could handle another City, there's no way that getting another free City (forever!) with pre-installed infrastructure should only cost something like 2 luxes and 3–5 strategic resources (for just 50 turns), especially if that City comes with a lux or two and a few strategic resources. I'd think AIs should value their own Cities more by a factor of maybe 5–10, unless it's truly a "dead weight" City.

In my last game, I really wanted a Horses global monopoly and was shocked at how easily Washington was willing to hand over a City with two 4-Horse tiles attached to it. He asked for it right back a dozen or so turns later (willing to pay about 4 times what I paid for it!), which of course I politely declined.

Another idea would be to have AIs much more willing to sell the odd city to a player with a significantly lower Game Score but not to one with a higher Score. (And AIs should be super-reluctant to sell off multiple Cities in a single deal.)
 
In my opinion, a IA shouldn't sell a city if this city produce more than 10% of his science output.
 
AI should also consider geographical location much more. Last time An AI just legitimately given its back to me. I brought a far end city of a peninsula.
 
just played some others games (one quick cuz i was crushed by zulus even if i had a big army). again good job with IA managing well his units.

The cooldown on great people buy is a good idea in industrial era and later, but i find it a little too long and too harsh for cultural victory. Am i the only one ? maybe reduce it a little ?

Little bug. I'm playing with the EUI version and when i mouseover the upgrade button of a unit if i dont have enough gold it's grey out (normal) but said "alert" (like the shield button which alert; So the interface is a little messed up. Everything goes normal if i have enough gold to upgrade the interface is correct
 
"Little bug. I'm playing with the EUI version and when i mouseover the upgrade button of a unit if i dont have enough gold it's grey out (normal) but said "alert" (like the shield button which alert; So the interface is a little messed up. Everything goes normal if i have enough gold to upgrade the interface is correct."

I too have this.

On another note, I've played five games at Prince/Planet Sim/Standard, and in all of those games 5, and once 6, other civs all went Authority. This tends to make for a lot of war. Just wondering if Authority is a bit too attractive..
 
"Little bug. I'm playing with the EUI version and when i mouseover the upgrade button of a unit if i dont have enough gold it's grey out (normal) but said "alert" (like the shield button which alert; So the interface is a little messed up. Everything goes normal if i have enough gold to upgrade the interface is correct."

I too have this.

On another note, I've played five games at Prince/Planet Sim/Standard, and in all of those games 5, and once 6, other civs all went Authority. This tends to make for a lot of war. Just wondering if Authority is a bit too attractive..

If I understand how it works correctly, the AI makes choices of policies based on the so called flavors, which are set independently from the policies themselves. Those flavors depict general strategies that the AI chooses to go for (e.g., culture, growth, expansion, defence, etc.). For example, Aesthetics' opener has a high culture flavor. So the AI doesn't look at policy yields and yield modifiers per se, only at their flavors. That means that only changing flavors will affect the tendency of policy choices by the AI, and therefore tendency isn't an indicator of how strong policies are.

But that's a completely wild guess, so I might be either partly or completely wrong. (:
 
If I understand how it works correctly, the AI makes choices of policies based on the so called flavors, which are set independently from the policies themselves. Those flavors depict general strategies that the AI chooses to go for (e.g., culture, growth, expansion, defence, etc.). For example, Aesthetics' opener has a high culture flavor. So the AI doesn't look at policy yields and yield modifiers per se, only at their flavors. That means that only changing flavors will affect the tendency of policy choices by the AI, and therefore tendency isn't an indicator of how strong policies are.

But that's a completely wild guess, so I might be either partly or completely wrong. (:

If I remember correctly from the last time (eons ago) I checked the dll code (BNW), it's more than that actually: in the early game, when the AI may not have a selected VC yet (and those are dynamic also), it may use flavors to start the culture track, but later on, it also takes into account VC selected and general strategy. G will be more precise as he is dealing with the dll code every day.
 
If I understand how it works correctly, the AI makes choices of policies based on the so called flavors, which are set independently from the policies themselves. Those flavors depict general strategies that the AI chooses to go for (e.g., culture, growth, expansion, defence, etc.). For example, Aesthetics' opener has a high culture flavor. So the AI doesn't look at policy yields and yield modifiers per se, only at their flavors. That means that only changing flavors will affect the tendency of policy choices by the AI, and therefore tendency isn't an indicator of how strong policies are.

But that's a completely wild guess, so I might be either partly or completely wrong. (:

Policy selection is based on flavors. Grand Strategy takes into account policies selected. Civ flavors are based on current needs – probably dealing with lots of barbs and wanting to crush them.

G
 
After installing this exe, I was unable to start a game with mods. Some "dependencies were missing". I'll try to purge my mod folder and download it again.

K, it worked.
 
Bug Report: Caravan event

Found a little bug with one of the events. Special event is that a merchant dies and everyone is arguing over the will (I think). One of my options is a free caravan in my capital city. The option is only available if I have at least one trade route open. However, when selected, I got a caravan in EVERY city, and it took me beyond my trade route limit. I was super excited and then felt guilty, so I deleted the extra caravans.

This actually happened twice (different games). The first time I thought maybe I misread and I was supposed to get caravans everywhere. The second time I was paying closer attention.
 
Bug Report: Game Freeze

It is semi-random, and I am having trouble figuring out what is going on. I turned on the error capture logs, but nothing looked all that error-ish.

It only seems to happen at some point just after the barbarians have had their turn and I am supposed to start mine. The spinning globe turns into an arrow, but the screen shows as if it is still the barbarian's turn. Music keeps playing, but nothing happens. I waited for over five minutes once before force quitting.

It happens approximately 3 or 4 times for any given play through. Some times it happens at the exact same point, but then the next time through the same point it doesn't freeze up and I can continue playing.

Is there anything I can do to provide better feedback?
 
Bug Report: Game Freeze

It is semi-random, and I am having trouble figuring out what is going on. I turned on the error capture logs, but nothing looked all that error-ish.

It only seems to happen at some point just after the barbarians have had their turn and I am supposed to start mine. The spinning globe turns into an arrow, but the screen shows as if it is still the barbarian's turn. Music keeps playing, but nothing happens. I waited for over five minutes once before force quitting.

It happens approximately 3 or 4 times for any given play through. Some times it happens at the exact same point, but then the next time through the same point it doesn't freeze up and I can continue playing.

Is there anything I can do to provide better feedback?

Same thing happened to me yesterday. I was quite surprised, as it was the first time this happened to me. (Though I haven't been playing that much lately.)
 
Bug Report: Caravan event

Found a little bug with one of the events. Special event is that a merchant dies and everyone is arguing over the will (I think). One of my options is a free caravan in my capital city. The option is only available if I have at least one trade route open. However, when selected, I got a caravan in EVERY city, and it took me beyond my trade route limit. I was super excited and then felt guilty, so I deleted the extra caravans.

This actually happened twice (different games). The first time I thought maybe I misread and I was supposed to get caravans everywhere. The second time I was paying closer attention.

Welcome to the forum @saebel

Bug reports should placed in the GitHub issue tracker.

Caravan event is already tracked.
You might like to describe more fully the 2nd bug though. If ti is a complete system freeze then I have already made that report but if your game justs slows/stops but then you can regain control that's another matter.
 
Was there anything changed between the 4/23 version and this version that would affect how mods like Ethnic Units work?
 
I feel like the Dromon is way too strong of a unit. Playing on a tiny map, the 2 tile range is annihilating everything around it. Spain has a whole fleet of them on my current play through and you cant even get close to them.

e: Found a Dromon thread and posted in there.
 
Same thing happened to me yesterday. I was quite surprised, as it was the first time this happened to me. (Though I haven't been playing that much lately.)

Yep, I've also had it happen twice, on barbarian turn. Reload can allow it to continue.
 
Was there anything changed between the 4/23 version and this version that would affect how mods like Ethnic Units work?

If you are referring to the graphical glitches you have reported on GitHub, I play with Ethnic Units mod too and I am not having any problems. I am not playing with the JFD's mods (yet), so my situation can be different from yours though. Have you tried lowering the graphics settings to the minimum?
 
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