New Version – 4.21.1 (Final 2UC Version)

axatin

King
Joined
Jul 24, 2022
Messages
601
Hi everyone,

new version inbound. In this version, the AI unit composition logic has been rewritten, which addresses the issue that the AI often didn't build enough naval units. Improvements have also been made to the AI GPTI positioning logic. Crashes from the previous version have been fixed, and the "Automate" button for diplomatic units is now available again. For a full list of changes see the changelog below.

Thanks to @azum4roll, @balparmak, @KungCheops and @L. Vern for their contributions!

Changelog:

4.21
Code:
AI improvements
- Reworked AI unit composition logic. The military AI now decides the exact number of land and naval units it wants up to the supply limit.
  This should address the issue that the AI tends not to build enough naval units (thank you @KungCheops !).
  As a future consideration, the new code could be extended to have the AI plan out unit numbers for every unit type/unit AI type.
- Improved AI plot selection for Great Person tile improvements


Bugfixes
- Fixed a crash during the AI's turn
- Fixed a crash when building an Eki outside owned borders
- Fixed "Arrival Mode" Squads option not being saved
- Fixed missing icons for Ordo and Hacienda
- Fixed missing Automate button for diplomatic units
- Fixed Danmark's UB giving +1 Production to sea resources
- Fixed negative values for Mehal Sefari's distance to capital bonus being shown in the UI
- Fixed instant yields from birth of a Great Person being given in the capital instead of the city in which the GP was born
- Fixed air defense damage being able to exceed the attacking air unit's current health when attacking cities
- Fixed a bug in starting location assignment that could cause a defeat screen in turn 0
- Text fixes


Modmodding
- The column Improvements:GetMovesChange can now be used with negative values
- Implemented column UnitPromotions:BorderMod for 4UC
- Implemented table Traits:ArtistGoldenAgeTechBoost for a modmod
- Added column Improvements:RequiresResource
4.21.1
Code:
- Fixed free policies increasing the cost of subsequent policies
- Fixed excessive logging of plot yields (the log file BuilderTaskingYieldLog.csv may have become quite large if you played on 4.21, you can safely delete it)

Link: https://github.com/LoneGazebo/Commu...download/Release-4.21.1/Vox.Populi.4.21.1.exe

Online as of 4/26/2025 03:01 PM CDT. Not savegame compatible.
 
Last edited:
Some of the ai seems to be bad at producing faith? I checked with editor and they have 0 faith at turn 50.
 
I fixed it by uninstalling Civ 5, deleting Civ 5 folder inside "C:\Users\[your-username]\Documents" and reinstalling everything. Now 4.21 seems to work fine with hotfixed 4UC from @KungCheops.
 
I take no responsibility for any missing/incorrect features in my hotfixed 4UC. I made it to be able to implement and test the future features that will be in the full 4UC integration :)
 
Are Mandirs the way best option when founding, I dont think I ever seen an AI taking anything else?
If not, should the AI sometimes pick something else?
If yes, should it be nerfed slightly?
 
Are Mandirs the way best option when founding, I dont think I ever seen an AI taking anything else?
If not, should the AI sometimes pick something else?
If yes, should it be nerfed slightly?
It might be specific as are all things. Mandirs are pretty good if you have or can handle a rapid pop growth. If you can't it's horrible. For the most tho I think I tend to pick Teocalli (faith on kills, xp, unit supply) if it's available, and it usually is.
 
How does the RNG on combat damage work?

My scout has 74 HP. He attacks a barbarian spearman that supposedly does approx 23 damage. Scout wins and now has 73 HP, which means he took 1 damage from this fight.

Is the 23 damage shown in tooltip all wrong? I know there's a RNG element here but I thought it was +/- 20%

Note that I don't have Dominance or whatever could grant heal on kill.

1746037303843.png


Thanks
 

Attachments

  • 1746037130382.png
    1746037130382.png
    1.1 MB · Views: 274
  • 1746037220345.png
    1746037220345.png
    1 MB · Views: 276
There is a special rule if you kill the enemy unit. I don't know the exact math but the idea is that depending on relative overkill damage, you take less damage.
My guest is if - example - you deal twice the necessary damage to kill a unit (dealing 20 damages to a unit with 10 HP remaining), you take only half the predicted damage.

In your situation, the enemy have about 2 hp left, so you took almost no damage.
 
There is a special rule if you kill the enemy unit. I don't know the exact math but the idea is that depending on relative overkill damage, you take less damage.
My guest is if - example - you deal twice the necessary damage to kill a unit (dealing 20 damages to a unit with 10 HP remaining), you take only half the predicted damage.

In your situation, the enemy have about 2 hp left, so you took almost no damage.
Ok thanks! I suspected there was a special formula here.

It would be great if it could be more transparent.
 
Is the AI allowed true settler steal or is this a bug? :confused:
Spoiler :

1746103604349.png

 
Probably from a barbarian camp
America lost a settler prob to barbs but if I took it (from the barbs) I get a worker, for some reason Sweden gets to keep the settler despite its not HIS settler, it should turn into a worker no?
 
America lost a settler prob to barbs but if I took it (from the barbs) I get a worker, for some reason Sweden gets to keep the settler despite its not HIS settler, it should turn into a worker no?
I believe settlers rescued from barbarians turn into workers if they are not *your* settlers. This sounds like a bug. Do you have a save?
 
I believe settlers rescued from barbarians turn into workers if they are not *your* settlers. This sounds like a bug. Do you have a save?
Dont think so, I've been fiddling with a lot of various games today.
 
I believe settlers rescued from barbarians turn into workers if they are not *your* settlers. This sounds like a bug. Do you have a save?
If I remember correctly, that is the intended behaviour. Otherwise the ramifacations of loosing a settler would be doubled if another player could simply free it and use it for themselves.
 
Back
Top Bottom