New Official Version - October 7th (10-7)

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well this new version is strange... the religious pressure thing is nuts, and the multiple overlapping defense pacts make being warlike nearly impossible.
 
Not sure how new this is, but I love it. Seeing a friend of an empire I'm conquering plead for mercy is fantastic immersion. They need to plead with a little more gold though.

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You aren't considered to have won this war if you accept the offer. I guess there's no reason for the AI to ever accept this kind of offer, since they don't get the ABC bonus this way.
 
Anyone seen AI archeologist be able to cancel human player's digging? This is the second time this happened to me, the first one being an AI that declared war on me on that turn so I thought it's some obscure mechanic. But I am not at war with the AI in question now. Should I report this on github? Of course I'll open the Editor to smite the cheating Aztec archeologist...
They seem to be able to start digging (and thus block your own) on the same turn they disembark, in my experience. I've also had them disembark AND cancel my worker's road building attempt (I was doing that to block the dig action until my own archeologist arrived).
 
So Archeologists got the assault team perk, fine.

Anyway when I'm at war (like always) if it's red is dead, no matter diplomat, worker, missionary and ... archeologist. Late game the prisoner of war debuff is just annoying: i prefer kill all enemy workers then buy them anew even for repairs.
 
If you have open borders you can (with a diplo penalty) dig in eachothers territory.
End that agreement peacefully and the archeologist should be kicked out.
Not sure if thats the same when war is declared.
I guess you can waltz in with not just units but also archeologists and ninja-dig when you're at war, I actually havent tried.

I don't think open borders have anything to do here. Not that we had open borders and we were also not at war. You can clearly see in the screenshot the ruins in question is in unowned land. I was digging for a few turns while the Aztec archeologist was moving towards the island and they just disembarked and picked up the digging themselves while my own archeologist was waiting orders.
 
I remember something like this was brought up a lot of versions ago, maybe a year ago? Can't remember if it was fixed and is now reappearing or simply got forgotten. But it was definitely possible to interrupt foreign archeologists in your own territory, if you have placed a worker on the same tile and let the worker create an improvement. (build road/raze road)

More than once, if an AI archeologist arrives at my dig and starts digging, he takes over... something the human cannot. I guess there could be some other factor in play, though.
 
How does one go about this?
Go to Mods\ (2) Community Balance Overhaul \ Balance Changes \ Difficulty

Open 'DifficultyMod.xml' and scroll to whatever difficulty you want to adjust, then under 'AI Bonuses' change all the values to 1 (Immortal/Deity will already have this), like so:

<CityProductionNumOptionsConsidered>1</CityProductionNumOptionsConsidered>
<TechNumOptionsConsidered>1</TechNumOptionsConsidered>
<PolicyNumOptionsConsidered>1</PolicyNumOptionsConsidered>
 
AI doesn't build cities in desert - at least it very little priority. In my game there is very good spot with 2 oasises, 2 horses, 3 stones, bison and lapis, also it even has a NW - Mt Kilimanjaro very close to Assur. But Assyria built 6 cities some of then much farther away and 6 settler walks straight over it to settle in a different spot 8930_20201028135255_1.png 8930_20201028135255_1.png
 
Are world wonders still the subject to changes? I can see related topic is closed.
 
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AI doesn't build cities in desert - at least it very little priority. In my game there is very good spot with 2 oasises, 2 horses, 3 stones, bison and lapis, also it even has a NW - Mt Kilimanjaro very close to Assur. But Assyria built 6 cities some of then much farther away and 6 settler walks straight over it to settle in a different spot

Just wanted to echo this post as this has been my experience for a few versions at least but I haven't seen it mentioned elsewhere. I think the AI is actually really good at choosing city locations overall, and over time I've found myself shaking my head less and less at their goofy settlements. Even with tundra and snow, they seem to understand how to settle and develop to build strong cities (the exception is going after unreachable resources like sea resouces blockaded by ice but I suspect this is impossible to teach them). But I'm consistently able to settle fantastic resource-stacked desert cities in the mid-to-late game on other continents because the natives chose to avoid it. I think it can be wise in the early game to prioritize early expansion elsewhere until you can devote empire resources to propping up food-poor desert cities, but it seems to me that the AI may be put off settling indefinitely by the low base yields and not effectively predicting the value of a strong desert city. Just my observation!
 
Are world wonders still the subject to changes? I can see related topic is closed.

Doesn't seem as if the contributors do any sort of hard "we're done, no more changes". After all, this is not a for profit project and there is no end product to sell.

There does seem to be a slow down in creation though. Some have moved on and it seems that some are losing interest.

Your best bet is to present your reasoning for your change in the thread for it. Even if none of them respond sometimes said changes get added.

My personal feeling on world wonders is they do need some tweaking. There are a hand full that are either unpowered for when you have access to them, or just boring. (most of the religion based ones only give you a single free religious building and a minor side effect for example)
 
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Doesn't seem as if the contributors do any sort of hard "we're done, no more changes". After all, this is not a for profit project and there is no end product to sell.

There does seem to a slow down in creation though. Some have moved on and it seems that some are losing interest.

Your best bet is to present your reasoning for your change in the tread for it. Even if none of them respond sometimes said changes get added.

My personal feeling on world wonders is they do need some tweaking. There are a hand full that are either unpowered for when you have access to them, or just boring. (most of the religion based ones for example only give you a single free religious building and a minor side effect for example)
Thank you for detailed explanation.
I just a few concerns with some wonders that give free building and free buildings from tenets. In my opinion quite few of them come too late and player usually already has built these buildings long ago.
 
A relatively easy Deity Science Victory with Portugal on turn 311, the AI opponents being Arabia, Siam, Poland, Ethiopia, Korea (twice - manually selected two Koreas) and Maya. Managed to found with God of the Sea pantheon and nab both Petra and Colossus. Went Progress-Artistry-Rationalism-Order, rushed banks for investing in infrastructure. TRs were almost exclusively caravans (to get more GGs for more land and citadels).

Some observation - the AI is much slower with growth, even Tradition capitals only grew up to around 25 pop by the end of the game whereas my progess Capital (helped with 2 food TRs throughout the game) ended up with over 50 pop. I think like others have said this might be connected to overworking specialists to the detriment of growth, and I'd also add it might be because of not working food TRs enough.

Cern and Hubble need to be radically changed, they're just way too strong for a SV if you get them. World fair is stupidly strong with its silver prize of increase in culture, should be changed.

I think Science and Culture processes should be eliminated once you hit the Industrial era - the AI doesn't know when to basically stop running everything else and just pump out culture (for great writers) or science (for GSs and late-game science victory).

The AI is too weak in the early game, founding is really slow (I shouldn't have been able to get the 2nd religion versuse those AIs as progress and God of the sea).

Once I had a strong army, bribed wars weren't a problem anymore. Maybe bribed wars should only be enabled from a certain tech onward, like maybe from Chivalry or Steel, to prevent early bribed wars when you're barely starting the game?

Siam has somehow slipped in Religion in this version, they used to be a founding juggernaut and now they're consistently not founding in my games. Has anything been changed in their flavour for religion?
 
Cern and Hubble need to be radically changed, they're just way too strong for a SV if you get them. World fair is stupidly strong with its silver prize of increase in culture, should be changed.

I don't disagree.. but what can be done with both to make them still have a use, but not being crazy powerful? They are the end game wonders, so they need to be mega powerful because the game will be ending shortly after building them.

Cern is probably more in need of a look because it's a no brainer. If you are in tech lead you bee line towards it once you enter information era to lock in your win. 2 free techs is crazy, but again, the game will be 98% done once it's built, so how to keep it worth peoples time while not making it an auto win? Perhaps 1 free tech, plus 5 extra uranium? It will allow some Giant Robots or Nukes to be built, making it not a totally science victory only lock in wonder. It also... sort of... keeps in theme of what the real life super collider does... finding new particles? It's a bit of a stretch but better than nothing?

While on end game "things", some things that could get a look at:

End game units are so unbalanced compared to each other. Mobile infantry and Bazooka units are not worth the upgrade to compared to Modern Tanks and Rocket Artillery. Bazooka units are in some ways a downgrade from machine guns because machine guns have an area de-buff.

It's cool they made Future Tech actually do something other than give score, but honestly, it could do slightly more because if you actually reach the point of having to research it, you each a heaty bonus.

Intercontinental nukes are not worth 2 the two uranium cost. They aren't that much better than a normal nuke. Usually unless your Russia or super lucky, you have a super limited uranium supply. Their build cost is also crazy high. They need to be changed to only cost 1 uranium or have their power raised way up.
 
Has anything been changed in their flavour for religion?

Yes, that's intended. Ancient and classical religious city-states yields have been nerfed significantly. Probably a bit too far in the other direction now though.
The AI is too weak in the early game, founding is really slow

If I understand correctly, AI bonuses on settling the first city were removed (in the version before this?). Later bonuses were increased to compensate though. I like the changes to be honest. Before I had to be laser-focused to get a religion, but also extremely agressive in settling in order to claim territory. I agree founding is too easy now, but I like that the early-game is less intense.
 
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Ah, ok, that makes sense then, thank you! Still, it's a bit weird to see tradition Siam not be able to found by turn 100 on Deity with its early bonuses to other yields (especially culture). I kind of miss the olden days of having to be, like you say laser-focused, in the early game, but I see the merits in having a more calm start to the game. Like you said, it's a bit weird being able to completely ignore religious city state and still get a religion. Oh well, in VP lords we trust :D
 
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