New Beta Version - May 24th (5-24)

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Milae's mod does smooth the curve a bit. The AI doesn't jump quite as high initially on yields, but also gets more yields later so tends not to drop off as much. However, I do agree with others that the unit production could use a look, it can get a bit wonky.
 
I’d say that a number of the problems asserted with difficulty are deity specific too. I’ve dropped down to Emperor and Immortal and it’s possible to keep up - it feels fair. Deity is where it doesn’t - where the AI zooms sooo far ahead early - but that’s also the challenge.
 
I'm currently struggling in an Emperor game with the difficulty mod on - But to be fair my situation is meh and Pocatello is snowballing from the top of Mt. Everest to the Marina Trench, so it probably wouldve been a hard game in all cases.

If you want the full story he's around 18-20 Wonders (in Industrial Age), is 4-5 policies ahead of me, has a slight tech lead. And now here's the knee-slapper: he has Mt. Kilimanjaro while playing Authority-Fealty-Imperialism, and doesn't like me, and there's Hills everywhere. God.
I think I'm removing the 2x movement in Hills on Kilimanjaro after this game (I'm not familiar with civ5's modding but I know someone did the edit around here)
 
Ok....so if Portugal with a full 10 ETRs a humming, Party leadership, and Empire State building can't maintain a positive GPT in Industrial.... I think costs are just plain overtuned in Industrial. Note I'm not even supplying my full army yet.

Spoiler :

upload_2021-6-2_17-42-19.png

 
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A thing I see the AI getting better and better at is CS inversion right before a war. They have gotten really good at pounding a CS with influence and declaring right afterwards, adding an ally to their side.

Actually just AI strategy in general. In this example, in the last 20 turns, the Zulas founded this forward base, built up navy, flipped the CS to the north, and double declared with Rome (who has their own strong navy) to try and challenge me. That's a solid attempt!

Spoiler :

upload_2021-6-2_18-7-0.png
 
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Is anyone else unable to decide what to do with a city upon capture? It just auto-annexes (I can raze later, but not puppet). I don't see it mentioned on GitHub
 
Is anyone else unable to decide what to do with a city upon capture? It just auto-annexes (I can raze later, but not puppet). I don't see it mentioned on GitHub
Its an old bug that has been discussed several times (also on Github) but is hard to fix. I remember something about reloading and/or opening tech screen being mentioned as a mean to bypass the problem.

\Skodkim
 
Is anyone else unable to decide what to do with a city upon capture? It just auto-annexes (I can raze later, but not puppet). I don't see it mentioned on GitHub
Me and Enginseer tried to figure that out but no luck.
Guessing it's the same issue that sometimes get you a second capture popup a few turns after you captured the city. Good news is that reloading worked the 5 times it has happened to me so far in this version.
 
Me and Enginseer tried to figure that out but no luck.
Guessing it's the same issue that sometimes get you a second capture popup a few turns after you captured the city. Good news is that reloading worked the 5 times it has happened to me so far in this version.

Whats weird is 5-24 seems to have fixed it for me. I had it nonstop in 5-19, but now it seems completely fixed. So its weird!
 
I've made some further improvements to peace and danger evaluation logic. Let's see how it goes; should hopefully fix the AI's major reluctance to make peace.
 
Bad_at_diplomacy, when that happens, I reload to immediately before capturing the city and usually that helps.
 
I've made some further improvements to peace and danger evaluation logic. Let's see how it goes; should hopefully fix the AI's major reluctance to make peace.

Hotfix incoming or have to wait till next version?
 
I've made some further improvements to peace and danger evaluation logic. Let's see how it goes; should hopefully fix the AI's major reluctance to make peace.

I for one am very eager to see the end of these 50 turns of AI war with it unwilling to peace out. It's not even good for the AI in most situations, they just get dragged into a death spiral by all the :c5production: spent replacing lost units. Caesar could probably just take this city he's wanted since before it was founded and he'd be worse off for all this.
 
Bad_at_diplomacy, when that happens, I reload to immediately before capturing the city and usually that helps.

Thanks, that's what I've been doing. I also am never offered cities in a peace negotiation (no matter the war score). I wonder if it's part of the same problem.
 
Standard Immortal Portgual on Communitas_79. CV (assuming obvious victory) on 367. So this game I am just running away from the game, so I decided to have a little fun. See my fun story description below.

Spoiler :

upload_2021-6-3_18-32-5.png



In the ancient times it is recorded, that it was on the Coral Shores of Holy Lisbon that the fisherman Nausan, known in reverence as the First Fisherman.... did give witness to Obidyia's emergence from the sea....and we were saved. Our lord spoke of the holy waters, the bounty that had been placed there for man's abundance, so that we may spread to all the lands the water touches. We were bountiful, and we spread across the shores.

Then in the sacred Turn 93, as given by the sacred calendar of turns....the Prophet Apostol spoke again of Obidyia, and of a new edict..... that the good news was not for the Ports-Geeze alone, but for all the peoples of the world. And so the Apostolic was gathered, and we formed a mighty council to the task. There would be Faith among all the Masses....and a Veneration for the sea. Buildings of clay, stone, and coral would be constructed in all the lands.... anointed by the sacred Urchin....and we vowed that these Churchins would spread so far and be so high, that no where upon the sea could one sail....and not see one of them.

And the great work began. First the Indos, who were simple but open souls. And we filled their hearts with Obidyia's promise, they drank of the sea and were blessed. And our news spread to all of their peoples. They grew into a strong people, second only to the Ports-Geeze ourselves... a clear blessing for being the first outsider to hear the true words of the sea.

Then the heathen WiKing, known as the Viking in their native and sacrilegious tongue. Their hearts were filled with earthly affairs, and little of the soul....and they resisted. Our priests learned the power of Symbology, and used it to erode their heathen beliefs, and though dullard in the head, eventually their hearts opened, and they began to see the inevitable truth.

It was then...at the beginning of the 4th age....when the prophetess Renna Saounce spoke of a great vision. She saw the forests lift up and dive into the sea, and with the great winds carried to the west....where new lands lay....and the word of Obidiya was needed.

And so....though we had always known how to float upon the sea, now we learned....to fly. In honor of Nausan, these vessels.....the Nau were constructed to find the new people's and deliver the good news. They set out into the darkness, with only their faith to guide them....and to the new people's they did find.

And so a great pilgrimage was made ready. Hundreds of our most faithful were anointed with salt and the crushed crab, and prepared for the great journey across the sea.

Except....to the EAST!! A hidden land, revealed by one of our last Nau expeditions. A jungle land with a strange primitive people....the May-lans. And low....we found heathen relics, and temples arisen to false gods....and our people recounted in horror as they live in spiritual waste. The High Apostolic finally spoke, and said that though the great Pilgrimage was still in the lord's heart.....it was clear that the reveal of these Maylanians was a clear sign that Obidyia would not let these people suffer any longer. And so we turned our hearts back east, and the great work began a new.

Mission after mission was conducted, led by the Great Prophet John of the "Good Jovi". Their shadow witches and heathen acolytes raised every manner of foul magic and superstition, but against the light of truth they withered into the ground. It was a golden age amongst the Ports-Geeze. With these dark heathens slain, the Great Pilgrimage began. We met the Roe mans, who were an industrious people, only lacking in direction and purpose. They took to Obidyia readily. Then inland, we found the friendly Quois. Being so far from the sea had left them a feeble people, and it took time for them to understand the good news....but spread it did.

The Naus had found all the lands there were to find, and just a few more people lay on a continent to the south. We were in reach of our goal. We were so high.....and then we fell so low.


We had attended to the far people's for so long, our eyes had become blind to the truth. For the Indos....even with all their splendor, had let jealously infect their hearts at the glory of the Ports-geeze, and let the foul shadow witches from heil tempt and corrupt their hearts. And so the darkness grew....until it blossomed into the rage of WAR!

We were.....unprepared. Our battle had always been a spiritual one, but to see the Indos attack, to spill blood, to.....kill.....so many died in the first turn of the war. And the greatest tragedy, the beautiful Vatican, where the yearly offerings were held in the cape of Golowen....was siezed. We had always promised it our protection...and we had failed. We huddled back into the coral fortresses...but Obidyia did not forsake us. We repented for our mistakes, we learned...and we fought back. We placed armor and weapons upon our Naus....and produced the might Corsairs to strike at their coasts, were they were most vulnerable. And so we liberated the Vatican, and laid waste to the Indo forces.

After many turns of warring, many many turns, some recount it being an excessive number, as if perhaps the Indos couldn't get the memo that they were losing and should probably stop, but they kept going for a long time after that....then even longer than that.... finally the light of truth found its way to the Indo heart, and peace was reestablished.

We could have taken a great vengeance upon the Indos, but we were tired of war, and mercy was always our way. So we reestablished the brotherhood, and took no further from them. Some say we were too lenient....


The Great Pilgrimage began a new. We found the I-cans, and though a secretive people hidden in the mountains, there was no rock the boots of our missionaries feared to go, and so we brought them low into the sea where they were cleansed. And then....our greatest challenge. The Zualoos, an aggressive people, both physically and in spirit. To them a competition of the soul was meant to be warred as fiercly as any battle. And they were organized, not with witches but with ordered priests and missionaries of their own. For every two hearts we found they would turn one back to the Shadow. The process was arduous, many a priest went to the far continent never to return. But after so many years, the promise of Obidyia was fulfilled. The last of the heathens were stamped into the earth....and the world was united, one people, under Obidyia. We formed a great council of nations, and the first act, a organized World Religion, so that all the people's would know of the lord.

And yet, the forces of shadow still played their games. It was the time when the Indo strived against us again....also known as the age of Indo-stry. But we were no longer innocent to the physical, and we had remained vigilant. This time our forces arise like a great wave, and the Indos were pushed back at every turn. Our beautiful vessels, now gleaming in anointed iron, provided more than a match for the Indo's weak will. This time a penance was required, and we took Kupang for the Ports-Geeze, a reminder to never betray us again.

We established an Order in the world, but the Indos still longed for Freedom from Obidiya....still allowing their dark natures to run wild. The third great war would occur, this time with the remaining dark sects of Zualoo. But we were now as strong in body as we were in soul....and no force could move us from the path. Over 30 ships came to our shores, and none returned.

At long last, in the final age of Mood-ern....we created the final monument. A gleaming Churchin so tall, as was promised ages before....all people's, no matter where they were, could see it. And all the people rallied around the Ports-Geeze, and cleaved to our breast....and finally the boundaries of borders began to fade away. the people's of the world saw that they were no long their own people, but children of Obidyia. They left behind their old ways and embraced the truth.

One World.... swimming in the sea. Hallowed be Obidyia.

CULTURE VICTORY!!


My notes:

  • AI was not the smartest on naval combat this game. A lot of times I would see a small naval force come near me, and I would just pounce and kill it. The AI divided its forces up way too much, allowing my full navy to just chomp it down.
  • Faith of the Masses was really good in this game, my first total religious conquest in a while. It gave me lots of happiness, combined with Order's Dictatorship of the Proletariat....I had +100% tourism from shared religion and happiness alone.
  • Spies remain a vestigial mechanic in these versions. Eventually I put one counterspy in my capital (which was nice), and just left the rest on CS duty, I didn't even bother with missions.
  • I noted before that I still think Industrial gold could use a tweak. My GPT just plummets around that era, even with good Trade Routes and a few stock exchanges I can still run in the negatives. Maybe as a quick change, change the -6 maint to -5.
  • I had influence locked this game for a long while, I was actually waiting on my second 3rd tier policy. That said, I was the runaway all game, so I wouldn't use it as a real tourism datapoint just yet. But it was nice to see the shared religion tourism bonus really going to town.
  • Strategic Resources after a few games are basically "adds-ons" to deals now. You can't every really make a GPT deal with them, but you throw them in to an existing deal to shore up a small deficiency. However, the AI did value coal a lot when I tried to buy it, so that part is still intact. A part of me still would like to see SRs worth at least 1 GPT...but honestly its not like I buy SRs all the time either, so I can't blame the AI if it doesn't need them.
  • The lack of haggling is great:)
 
Eath map small with 6 player and I notice some problem:
_ AI invests too much in land units and their navy is ****. In particular, a AI player in North America continent build massive land unit despite the geography means that no player can attack them until renaissance era.
_ AI has half of the army stay nearby in the capital despite having no threat of being invaded.
_ AI attack other players cities nearby and withdraw despite the cities health is almost zero.
Overall, the game is pretty much static, with no player can gain an edge over other player.
 
I've noticed popups missing in the latest hotfix version (from destroying barb camps). It might be due to the new espionage popups?
 
So after several games, I do feel like the distress change has done something to capital happiness. Its very rare to see capitals stay unhappy for any length of time, but I have seen it in every one of my last 3 games. Its not insurmountable, I am able to correct the issue....but it does make me wonder if the distress change has done more than we think it did.

Case in Point. I mean I have purity lakes running here, this is about as food pushed as you can get, yet my distress is still incredibly high.

Spoiler :
upload_2021-6-4_0-35-50.png
 
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