TheUnholyPotato
Warlord
- Joined
- Jan 27, 2015
- Messages
- 116
I was making a general comment, not one specific to Panama in that screenshot.
Yep! I mean to tag 4CV. Sorry about that!
I was making a general comment, not one specific to Panama in that screenshot.
It is Nov 8th without the latest DLL replacement.What version are you playing on? It doesn’t look like Panama City is suffering from the silly tactical/builder AI.
@4CV...
While this is true, they should still be aggressive enough to capitalize on taking neighboring cities/CS if left on the brink of conquer. Many moons ago, I squawked at Zebo because I was leaving cities at 1HP for my nearby CS allies, but they were so inefficient and reluctant to capture those cities. Allied CS should ideally err on the side of caution, but still utilize nearby units to fight and expand their territory if it's overwhelmingly advantageous in their favour. The CS AI has since improved slightly in this regard, but hopefully they're even more sensible and in tune with their surroundings after these upcoming changes.I'd say that a CS should probably be more defensive than major civs, though, given how they typically only have one city and are thus easy to wipe out once their relatively small army is lost on a risky offensive.
Regarding the diplomatic penalty for stealing land, does it apply to civs you’re at war with? I feel like planting citadels should be a legitimate wartime tactic, and a civ shouldn’t hold a grudge for that after the war is ended.
Hm? Maybe I shouldn't be saying anything after not playing for so long, but this sounds wrong to me. It's still lost territory so what's the deal with no penalty? "So I'm keeping that luxury you once had a monopoly over but hey that was a totally legit tactic, you feel me? Let bygones be bygones."EDIT: Penalty for stealing territory removed for players who are at war with each other, and going to war with a player now removes the penalty (doesn't matter who declared).
While this is true, they should still be aggressive enough to capitalize on taking neighboring cities/CS if left on the brink of conquer. Many moons ago, I squawked at Zebo because I was leaving cities at 1HP for my nearby CS allies, but they were so inefficient and reluctant to capture those cities. Allied CS should ideally err on the side of caution, but still utilize nearby units to fight and expand their territory if it's overwhelmingly advantageous in their favour. The CS AI has since improved slightly in this regard, but hopefully they're even more sensible and in tune with their surroundings after these upcoming changes.
I've only ever seen one instance where a CS had 3+ cities, and I think it'd be fun to have those situations occur a bit more frequently. Just having better CS AI support during wars is already a bonus though, so I'm stoked for the next version!
I took that shortcut and DOWed Byzanz, then I noticed they had a DP with Arabia. So it was 3 vs 3 ...It is Nov 8th without the latest DLL replacement.
It takes 8 turns to send troops over the ocean, and 10 turns around the mountains to the north or around Byzanz to the south.
Spoiler or... :
please report your observations, in particular on AI city capture prowess, diplo behavior and idle units.
100 turns in a standard deity pangea: no AI wars, DoF everywhere. I have had 0 military for a while and am friend of 3 AIs, even after I have been competing for wonders with one of them, there's another block of 3 AIs and then lone Carthage score leader.
My closest neighbour Authority Hiawatha prefers to attack 6 tiles away Brussel that has walls up rather than my wall-less forward expansion 7 tiles away from his capitol, looks like he's about to finish the job and won't accept peace after I allied the CS. He could have moved the bulk of his forces in position some turns earlier though: he has been at war with the CS for approx 50 turns, and he entered Classical through Iron Working 27 turns ago.
Any way to download the hotfix? Will it be save-game compatible?There might be a merge error in the latest experimental build for certain military operation/targeting changes, I've reported this to ilteroi.
Not 100% certain there is one, though.
Too many early game DoFs again? I think I know the cause - will fix.
This at least shows the AI isn't keen on backstabbing anymore, and they're able to target City-States more often.
EDIT: Fixed and pushed to Github.
Any way to download the hotfix? Will it be save-game compatible?
Here you go. https://mega.nz/#!k64D1CrB!f183o1Xom6_I5mewAuOWkrLsg10tfPstrYzvZMvSqqoNot sure if savegame compatible (I'd err on "no"). If you want an updated build with the hotfix, you'd need to contact @ilteroi.
Here you go. https://mega.nz/#!k64D1CrB!f183o1Xom6_I5mewAuOWkrLsg10tfPstrYzvZMvSqqo
(Drive updated as well.)
I got a crash, after pushing button "Next" on mod page.Here you go. https://mega.nz/#!k64D1CrB!f183o1Xom6_I5mewAuOWkrLsg10tfPstrYzvZMvSqqo
(Drive updated as well.)
More specifically you need to extract the archive to the "(1) Community Patch" folder.Works perfectly for me. You need to install ilteroi's 11/23 first.
More specifically you need to extract the archive to the "(1) Community Patch" folder.
At this point, the instructions have gotten incredibly convoluted. Here are the instructions from a clean install of 11/8 beta.
Files needed: https://drive.google.com/open?id=1wQ1DOxRNjzlKvs7rV9O37rcniUrrTsZp
Likely directory for steps: C:\Users\YourUsernameHere\Documents\My Games\Sid Meier's Civilization 5
1. Delete the "cache" folder
2. Put DLL in "(1) Community Patch"
3. Extract "Core_Files.zip" to "(1) Community Patch". Override any existing files.
OPTIONAL:
- Put WonderChanges.sql in "(2) Community Balance Overhaul\Balance Changes\Wonders" to fix Terracotta Army bug.
- Put MountedUnits.sql in "(2) Community Balance Overhaul\Balance Changes\Units" for 5 movement Light Tanks.