New Version – 5.0-alpha.03

What is the purpose of Autosave_Post saves? They would be useful if they weren't automatically ending turn once you loaded them.
They are autosave before AI interactions so you can reload from those if you misclicked on something AI wanted.
I vaguely recall also get auto_post save but not a regular autosave at crash on rare occation.
 
After playing some with new UI stuff.
Whats up with some UI taking so long to build? should they have a standard time to improve?
Egypts tile improvements are good, very unique feel.
Romes villa/figs feels strong, pairs nice with plantation pantheon.
Not impressed by Ethiopia monolithic church, comes online rather late, takes forever to build, yields are okish, by the time yields are good they dont really matter that.much, still the theme of how they imrpove over time fits.

(Havent tried Byzantium yet.)

All fort replacements can (when conqured) have regular forts next to them, this breaks the "no two forts next to eachother" rule.
Zulu unique great general tile can have a citadel next to it, this breaks the "no two citadels next to each other" rule (havent checked if its the same with ordo).
 
What is the purpose of Autosave_Post saves? They would be useful if they weren't automatically ending turn once you loaded them.
Also, why is the regular save filename always 1 turn off? E.g., why is Save_123 actually saved at the beginning of turn 124? It's been like this for a while - maybe I turned this on accidentally somewhere?
 
Also, why is the regular save filename always 1 turn off? E.g., why is Save_123 actually saved at the beginning of turn 124? It's been like this for a while - maybe I turned this on accidentally somewhere?
I guess the game considers you haven't played yet the turn 124, and the save state contains all the actions you've done by turn 123
 
Also, why is the regular save filename always 1 turn off? E.g., why is Save_123 actually saved at the beginning of turn 124? It's been like this for a while - maybe I turned this on accidentally somewhere?
Its always been this way in civ5.
 
Anecdotally, prior to the big rework (when Settler was the only difficulty where the player was given an outright advantage), I had a friend try out the mod but struggle even on Settler.

Settler and Chieftain now are easier than Settler was back then, IIRC.
I feel like the biggest jump in difficulty comes from the AI intentionally picking sub optimal policies and techs on lower difficulties. Last time I played king, there was progress Egypt and authority Korea, which just end up making the game even easier than it should be
 
I feel like the biggest jump in difficulty comes from the AI intentionally picking sub optimal policies and techs on lower difficulties. Last time I played king, there was progress Egypt and authority Korea, which just end up making the game even easier than it should be
Yes, I think there is a *huge* jump between King and Emperor. Emperor is nearly impossible for me (but always fun!), yet King it's almost been extremely easy (using same civ as comparison). It may also depend on settings, I'm playing 9/16 standard/standard/shuffle. I'm 5 techs ahead in the industrial age on King versus an average of 7-10 behind on Emperor at this point in the game.
 
I feel like the biggest jump in difficulty comes from the AI intentionally picking sub optimal policies and techs on lower difficulties. Last time I played king, there was progress Egypt and authority Korea, which just end up making the game even easier than it should be
That's not a thing though. All difficulty AI will pick any of the choices that are above 90% score of the top choice.
 
That's not a thing though. All difficulty AI will pick any of the choices that are above 90% score of the top choice.
Was this changed recently? I've been on and off this forum for years but I remember like 2-3 years ago there was a configuration where on the highest difficulty, the AI would only pick the top choice while on lower difficulties it would randomly pick from the top 2/3 choices.
 
Was this changed recently? I've been on and off this forum for years but I remember like 2-3 years ago there was a configuration where on the highest difficulty, the AI would only pick the top choice while on lower difficulties it would randomly pick from the top 2/3 choices.
It was tested for a bit but I think its been scrapped. I see variation on AI choices but thats a good thing imo.
 
It was tested for a bit but I think its been scrapped. I see variation on AI choices but thats a good thing imo.
I vaguely remember it was a thing in VP, and then somebody correcting me, that it had actually been in the base game. Are you sure it was scrapped?
 
I vaguely remember it was a thing in VP, and then somebody correcting me, that it had actually been in the base game. Are you sure it was scrapped?
Im pretty sure at some stage someone coding on VP said computer would do random choice at lower difficulties I interpreted that (possibly incorrect) as part of VP.
I think I remember that changed because too inferior and I dont see picks (on emperor) that seemed as stupid as I could see for some time.
If it was scrapped, changed or improved on Im not sure.
The issue was that one very bad pick on a policy tree had too big impact.
 
Was this changed recently? I've been on and off this forum for years but I remember like 2-3 years ago there was a configuration where on the highest difficulty, the AI would only pick the top choice while on lower difficulties it would randomly pick from the top 2/3 choices.
It definately used to be that way but I guess it was changed in the last couple of years
 
 
azum4roll is correct. If Korea is consistently picking Authority, then the problem is with the AI scoring.

The AI scoring for policies, techs, and city production choices is known to be arbitrary and in need of a serious rework. Pantheons a little less so since axatin has tinkered with that, but beliefs in general also need a touch up.
 
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