Coffee Monopoly
Warlord
- Joined
- Nov 10, 2019
- Messages
- 112
major competitors
How do they define major competitors?
major competitors
How do they define major competitors?
/// Is this player one of our major competitors?
bool CvDiplomacyAI::IsMajorCompetitor(PlayerTypes ePlayer)
{
if (!IsPlayerValid(ePlayer) || GET_PLAYER(ePlayer).isMinorCiv())
return false;
if (GetPlayer()->GetCapitalConqueror() == ePlayer)
return true;
if (GC.getGame().countMajorCivsAlive() == 2 && !IsNoVictoryCompetition())
return true;
if (GET_PLAYER(ePlayer).GetDiplomacyAI()->IsCloseToDominationVictory() || GET_PLAYER(ePlayer).GetDiplomacyAI()->IsCloseToDiploVictory() || GET_PLAYER(ePlayer).GetDiplomacyAI()->IsCloseToSSVictory() || GET_PLAYER(ePlayer).GetDiplomacyAI()->IsCloseToCultureVictory())
{
if (!IsNoVictoryCompetition())
{
return true;
}
}
#if defined(MOD_DIPLOMACY_CIV4_FEATURES)
if (MOD_DIPLOMACY_CIV4_FEATURES)
{
if (GET_TEAM(GET_PLAYER(ePlayer).getTeam()).IsVassalOfSomeone())
return false;
}
#endif
if (GetWarmongerThreat(ePlayer) >= THREAT_SEVERE)
return true;
if (GetMajorCivOpinion(ePlayer) == MAJOR_CIV_OPINION_UNFORGIVABLE)
return true;
if (GetBiggestCompetitor() == ePlayer)
return true;
if (GetVictoryDisputeLevel(ePlayer) >= DISPUTE_LEVEL_STRONG || GetVictoryBlockLevel(ePlayer) >= BLOCK_LEVEL_STRONG)
return true;
return false;
}
#endif
The only credit I give to this troll is that late game turns are very long. But we did make the choice between long turns and stupid AI, and we wanted smart AI. The only way to ease the processing time then it is to reduce the number of units.
But here we face again a choice, and people decided we wanted so many units.
So, it's either to play smaller maps or tweak values for getting smaller armies.
If I wanted every player in my game to have fewer units, what values should I change?
I recant my previous report of not enough wars happening/AIs being too pacifistic. Must've been an unlucky game for some reason. In my current game the action is kicking off in Classical with Boudicca getting gangbanged by Napoleon, Sejong and me. First Sejong asked me to declare together, and I accepted only to salvage my scout who was stuck between borders (I ******* hate it when that happens), but then the very next turn Napoleon opportunistically joined in on the fun as well. The Celts are sandwiched between France and Korea, I have a feeling she's in for a really rough time. Well, you know what they say about redheads...
Better to change the evaluation how many ships are necessary. Maybe by the ratio of coastal cities compared to landlocked cities?I think we should slightly increase supply units for AI. This is becoming easier and easier each version.
On maps like pangea+ when AI builds some ships it needs now more land troops to be a threat on land.
There were some issues with tactical AI aggression in the 10/23 version; the 11/8 version and hotfix were intended to address this.
Feedback seems to be that this version has an issue with diplo AI aggression, and the state of tactical AI aggression is unclear.
Does this version have anything about the AI's tendency to squeeze a new city onto some tiny corner of your civilization where there are like 3 tiles available (none particularly valuable), with no hope whatsoever of military reinforcements being able to reach it? It's super annoying to those of us who are OCD about cluttered maps, but I also think I just made the case on why the AI should consider it bad tactics and even a flat-out liability.
I do like the AI being smart and opportunistic about when to start wars, but it seems it can lead to some cases where different factors bring about the perfect storm of no one daring to stir things up.
Yes, Iam trying to tell this since some month, but not much response. In later stages of the game, the pure influence by population (citizen/specialists) diminishes extremly and goes under 30-40% of your total empire yield generation. Mostly true for science and culture.I think that instant yields from Great People need some consideration - espesially in later eras (you are able to faithbuy them in Indastrial era at least 3 times in a row - they are not expensive). I think that Great Scientists in particular and may be Writers give to much - like 2-3 tecnologies each and you can get 3 of them. I think that in Ancient, Classical and Medieval Eras impact of Great People was truly great, but in later eras it somewhat dwindled and society as whole and environment had more influence (like public education, more information floating about, more international trade and interchange).
So I think we should consider less instant yields starting from Industrial (or Renaissance) and each era after.
Oh good lord, that's a can of worms.I think that in Ancient, Classical and Medieval Eras impact of Great People was truly great, but in later eras it somewhat dwindled and society as whole and environment had more influence (like public education, more information floating about, more international trade and interchange).
GS just give to much, I am playing in epic speed Japan, so China went Rationalism and I had to follow, after we finished the tree, at first I was behind by 2 policies, then because of GG and GA I used GW so finished first (we were at war then). Then like in 12 turns I got 4 GS and 12 technologies (China got 9 or 10) so whole era went by in a blink of eye.
Fix some more backstabbing bugs
Fix "you forgave them for spying" modifier not being applied
AI will now always declare war if a demand is refused and they're stronger than the other player both militarily and economically, unless a sanity check prevents it.
AI now considers ideological opponents, untrustworthy friends and anyone who captures their Holy City a major competitor.
Increased war likelihood towards major competitors, decreased it slightly for others for prioritization reasons.
AI more likely to use coop or third party war against major competitors (reverted the check requiring the
biggest competitor to be the target, since there's now a separate check to stop any backstabbing).
Greater AI consideration of military & economic strength, ideology when calculating approach.
If there's been a denouncement in either direction, FRIENDLY and DECEPTIVE approach weights are set to 0
(no more obviously fake friends).
AI now more likely to declare war if they have bonuses towards war (authority, imperialism, autocracy, leader
traits, temporary attack bonus).
AI now more likely to declare war against people they don't like on higher difficulties (uses DifficultyBonusBase
and Opinion); combined with the increase in land dispute penalties below, makes the AI smarter, more dangerous, and more aggressive.
Land disputes will matter more in Ancient/Classical and for AIs with leader bonuses towards war, and will
increase war likelihood (should result in more early wars, less passivity).
Increased no contested borders modifier to counteract this a bit; AIs with no contested borders will gain +15-20
opinion rather than +6 in Ancient/Classical, and +10-15 past Classical - should help with early DoFs and bloc formation.
Overall aggression increase.
Amazing! Can we have a hotfix release?
I understand there's been a lot of discussion around the skirmisher unit line lately. I don't see the point of building melee mounted units over ranged mounted units anymore. With 5 movement points on mounted ranged units, you can easily go on the offensive and get some hits in on enemy units/cities. If a mounted ranged unit gets close to harm, unless an enemy is able to take out that unit in one turn, you will easily be able to get away. Something seems off about this. I would expect melee mounted units to be the better option when deciding which type of unit to build because melee is forced to take damage in order to deal damage. Mounted melee units also do not get defensive bonuses. There is so much more risk in using mounted melee units over ranged units. The only reason I see for taking mounted melee units now is to have at least one to take a city. Maybe mounted melee needs to be balanced more in line with mounted ranged units?