New Version - 3.7.12 (August 4, 2023)

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Hey all,

New version inbound. I am exhausted so I'm just gonna drop the changelog and go. Many thanks to @Enginseer, @axatin, @seroperson, @Putmalk, @ilteroi and @KungCheops for their contributions. Special thanks to Enginseer and Putmalk in particular for some incredible UI work, including many new icons.

This is also my largest rework of the Diplomacy AI in a long time, so I'm quite intrigued to see how the AI feels with these changes.

Fingers crossed for no gamebreaking bugs.

Changelog:
Code:
General
- Performance improvements and code cleanups
- Added more defines to CoreDefines.xml and DiploApproachWeights.sql to tweak the AI's military strength evaluation logic
- Unhardcoded max. religions calculation
- Created GetQuestRewardModifier() and exposed it to LUA - returns a City-State's multiplier to yield bonuses from all quests (base = 100, PTP = 115, etc.)

Balance
  AssignStartingPlots
  - Blocked CS from spawning adjacent to ice
     This means no more CS-exclusive 2-tile polar seas
     However, this will also reduce the number of settling spaces available!

  City-States
  - Mutually exclusive buildings (including Wonders, for modmods) can no longer be selected for City-State building quests
  - Added a long-requested feature: the ability to disable Influence gain from City-State quests (under Diplomatic Missions)
     This allows humans to avoid anger from the AI over competing for the same City-States
     While at the same time not canceling quests entirely, and other rewards are still granted
     If a quest is received while Influence is disabled, and then Influence is enabled, the reward will still be the same as it would be normally
     Influence gain from other sources (killing Barbarians, returning units, Self-Determination, etc.) is unaffected
     This only prevents passive Influence gain from buildings, conquests, and so on
     The AI will not currently use this
     Not multiplayer compatible yet, so disabled in multiplayer (EDIT: Compatible as of 3.7.1!)

  Communitas map updated to v2.6.2
  - Increased Marsh spawn rate

  Tile Purchases
  - Tiles containing Barbarians can now be purchased, making them an exception to the rule that enemy combat units block tile purchases
      But tiles containing embarked enemy units can no longer be purchased, making Barbs the only exception

  Venice
  - Can now invest in World and National Wonders in puppets, putting them into the Production queue (the city governor still won't choose to build Wonders on their own)
  - Piazza San Marco now gains the +15 Culture from citizen births and +50 GAP from policies that the National Monument has

Deal AI
- Increased the price of third party war deals, now uses WarmongerHate flavor instead of War approach bias
   Rationale: If the AI hates warmongers, they'll require more in order to go to war, and they'll also pay more to have others wage their battles (since they'll probably have $$$)

Diplomacy AI Rework
  Diplo AI Options
  - Vassals can no longer rebel if it would trigger a war blocked by the Passive Mode setting
  - Added Diplo AI Option to disable coop war requests between AIs (set Disable Coop War Requests to 2)
  - Changed the Diplo AI Option for Nuclear Gandhi: setting it to 2 now enables it even if Random Personalities is enabled
      Unhardcoded it from Gandhi's UA, and now works in Community Patch only as well
  - Disabled the Diplo AI Option allowing humans to trade their permanent items for the AI's temporary items (by default)
      Due to complaints that the AI was always requesting Gold where GPT would be more appropriate
      Can still be enabled in DiploAIOptions.sql
  - Added "Limit Victory Pursuit Randomization" Diplo AI Option (not savegame compatible)
      Disabled by default
      Setting to 1 makes all AI players always choose the Default Primary Victory Pursuit from their XML hint
        The override will not occur if the associated victory condition is disabled
        If no hint, AI will still choose randomly
        Random Personalities causes the AI to choose a random leader's Default Primary Victory Pursuit hint
      Setting to 2 additionally prevents the AI from randomly choosing a Default Secondary Victory Pursuit unless hinted in XML
      Setting to 3 makes the AI always pursue their Default Primary Victory Pursuit with no adaptation to the circumstances (unless disabled)
        Domination Victory is considered valid even if disabled if it is possible for the AI to eliminate all other players
      IMPORTANT: Options 1 and 2 only increase the likelihood of the AI going for that victory condition, while 3 guarantees it.

  Diplo AI Leader Flavors
  - Pacal War Bias: 6 -> 5
  - Augustus CS Conquest Bias: 10 -> 12
  - Genghis VictoryCompetitiveness: 7 -> 10
  - Genghis CS Bully Bias: 10 -> 12
  - AI now considers itself to be winning a war when their war score is 30 minus their DiploBalance flavor
  - AI now considers itself to be losing a war when their war score is -20 minus their Meanness flavor
  - Diplo AI flavor minimum/maximum values are now hardcoded to 1 and 10
      Too much depends on these values being as they are for customization to work here
  - The variability of durations for timed opinion modifiers based on flavors is now more compatible with customized durations
      Previously the flavor's difference from 5 was added once for a < 50 turn duration, twice for 50, and thrice for > 50
      Now it is modified by +/- 20% depending on the flavor's difference from 5, which works for any duration
      Removed upward skew in the results from 1 being the minimum value; values below 5 decrease by 5% each, values above 5 increase by 4% each
      Added support for inverting the effect of a flavor (high value = lower duration, vice versa)
      Made it easier to swap out one flavor for another in the DLL
  - More conditional (indefinite duration) modifiers now vary in value based on AI flavors
      The change in value ranges from -50% with a flavor of 1 to +50% with a flavor of 10 (no upward skew here either)
      Added support for inverting the effect of a flavor (high value = lower modifier, vice versa)
      For the full list of affected modifiers, see the "Other Diplo AI Changes" section below
   - Added a hidden feature to four flavors: when set to -12 in XML, they are treated as 12 (always 10) in the DLL, and...
      Boldness: that particular AI will always pursue Domination Victory, as if Limit Victory Pursuit Randomization = 3
      MinorCivCompetitiveness: same but for Diplomatic Victory (was DiploBalance prior to 3.7.3)
      WonderCompetitiveness: same but for Culture Victory (was DoFWillingness prior to 3.7.3)
      WarmongerHate: same but for Science Victory
      Does not work for other flavors
      Overridden by Limit Victory Pursuit Randomization IF that leader has a non-disabled Primary Victory Pursuit hint in XML
      Enabling Random Personalities with a -12 value in XML makes it randomly selectable, and it still works in this case

  Diplo AI Evaluations of Military Strength
  - Rewrote associated functions to fix several nasty bugs
        The biggest one being the AI not properly resetting the value added from Defensive Pacts when iterating to the next player
  - Greatly improved AI's evaluation of particular ally versus enemy matchups during their strength estimates
        AI will take advantage of its military alliances more often, both offensively and defensively
  - AI now explicitly compares the enemy's attack power to its own defense power (including a % of allies' strength) to determine military strength
  - AI now explicitly compares the enemy's defense power to its own attack power (including a % of allies' strength) to determine target value
        Target value also factors in economic strength, this is unchanged
        Thresholds for each scale point should now better reflect comparative strength
  - Previously target value in particular was nebulous and essentially a copy of the military strength estimation
        It is now a 7-point scale like military strength estimations (was 5), for additional granularity
  - Better factoring in of allies' contributions to war state and peace willingness
  - AI now factors Roman, Sweden, BNW Mongolia, BNW China, BNW Ethiopia UA bonuses properly when calculating military strength
        Removed some of the recently added City-State war fervor from Rome AI to avoid being excessive
  - AI's human strength perception bonus now applies more consistently, especially on higher difficulties
        To elaborate, the AI adds "skill rating" for actions which increase war score and subtracts it for those which decrease war score
        This makes the AI treat you more seriously if you run their units through a meat grinder, even if your military isn't as strong as theirs is numerically
        Those below the global average would get a penalty capped at -50% to their strength perception, and those above would get a bonus capped at +100%
        The problem was that if you were far enough below the AI in skill rating, you wouldn't get the base human strength perception bonus
        Which made the AI not take humans as seriously as they should in a lot of scenarios
        This has been changed so that humans' strength perception bonus will often apply if they haven't lost anything, even if they haven't conquered anything yet
        The "buffer" where the human strength perception bonus falls off gradually as you incur losses has also been altered to apply more consistently
  - Fixed an issue where the AI would double-count the military "skill rating" modifier to military strength when only one other civ is alive
  - Fixed minor but annoying issue with military rating decay not being capped properly
  - AIs now underestimate their opponents' military strength and target value by 3% per point of Boldness (30% with 10 Boldness)
        AI also calculates and stores the raw value with no reduction, which it uses in some situations where extra caution is called for
        Removed some "GetBoldness() > 6" type checks to determine if the AI would take certain modes of behavior, as these thresholds were sometimes arbitrary
  - The AI now updates its estimates for military strength, economic strength, and defensive target value at the same time
        Instead of doing so in separate functions (requiring more iterating across players)
  - AI aggression towards the weakest civs, especially those lacking allies compared to the AI, has been increased
  - On the flipside, AI will be more wary of enemy alliances than it was previously
  - AIs' adjusted strength perceptions will also make the AI more willing to join its friends' wars
  - Reduced AI cheating when factoring in war allies (AI can no longer view the enemy AI's opinions of players)

  Other Diplo AI Changes
  - AI early game aggression nerfed slightly, but the alliance-making changes should buff aggression indirectly
  - Increased AI desire to dogpile-war conquerors
  - AIs going for Science Victory are more likely to be friendly to nearby players with a strong military that are behind them in tech
  - If only two players are left and AI is going for conquest, only 100 weight is added to WAR (was 1000) unless AI is close to winning
  - Increased Montezuma's aggression towards early game competitors and (when not in a Golden Age) neighbors
  - Increased Assyria's friendliness towards civs behind him in tech and aggression towards civs ahead of him in tech
  - AI more likely to adopt the DECEPTIVE approach, particularly if allowed to shift from DECEPTIVE directly to WAR
       Whether they're able to do this or not is based on personality and circumstances
       High DenounceWillingness/DECEPTIVE bias civs are now more likely to be able to do this
       Likelihood reduced slightly for mid-to-late game civs with conqueror UA/default victory pursuit
       Blocked AI from being able to do this to players who have recently liberated one of their cities (most of the time)
  - Removed some code from approach selection which looked at existing military alliances as it would now be double dipping
  - Increased AI aggression when they are bankrupt and are paying a player a *lot* of GPT
  - AI properly factors in proximity when scoring Defensive Pact choices and in some other calculations where it was bugged or misleading
  - AIs who have conquered other civs are slightly more willing to tolerate multiple wars
  - Increased AI desire to befriend and conquer City-States that have original major capitals in their possession
  - Made Nuclear Gandhi attack City-States very rarely, he has bigger fish to fry
  - Minor adjustments to peace and coop war desire logic
  - AI no longer applies a warmongering penalty when it pays you to declare third party war, fixing that longstanding issue (city captures still incur penalties though)
  - Removed mechanic where AI warmongering penalty towards their best friend/DP decayed at 3x the normal rate instead of 2x
       This affected humans and AI alike, but on balance probably favored humans more
       Removed because it only applies to AIs' penalties and skews data on how balanced (or not) warmongering penalties are
  - AI approach selection modifiers from diplomatic alliances now scales based on the same flavors listed below
       Except the AI's approach modifiers for having a DoF/Defensive Pact with them, which are unchanged
       Added an approach penalty for being denounced by the AI's friends/allies
       This penalty can also make the AI less GUARDED/AFRAID of the player, if a strong nearby friend has denounced them, based on that friend's estimated DiploBalance (3.7 to 3.7.2), DenounceWillingness (3.7.3+)
       Especially in the early game!
  - Adjusted some conditional (indefinite duration) opinion modifiers
     Competing for World Wonders
       Timer is no longer frozen when Wonder Spammer penalty active
       Fierce competition: base value of -50 opinion (was -30)
       Strong competition: base value of -35 opinion (was -20)
       Weak competition: base value of -20 opinion (was -10)
       Scaling is unchanged

     Denouncing their friends
       Extra penalty for denouncing the AI's "best friend": base value is now -20 opinion (was -15)
       Extra penalty for denouncing the AI's "best DP" (if also a friend): base value is now -10 opinion (was -15)
       If both penalties apply to the same player, they no longer stack, instead the highest value is applied
       Penalty now scales based on AI's Loyalty flavor

     Denouncing their enemies
       Bonus is now applied for denouncing a leader they're at war with, not just one they denounced
       Extra bonus for denouncing the AI's biggest competitor is now +20 opinion (was +15)
       Extra bonus for denouncing the AI's biggest World Congress rival is now +20 opinion (was +15)
       Bonus now scales based on AI's DenounceWillingness flavor

     Being denounced by their friends/allies
       Base penalty is now -15 opinion (was -10)
       Extra penalty for being denounced by their teammates or best friends/DPs is now -15 opinion (was -10)
       Check for which player has the better opinion now uses last update's cached score, not the cached rating
       Bonus now scales inversely (negatively) based on AI's DiploBalance flavor
         The more the AI is focused on their own sphere of influence, the less they get involved in others' fights

     Making a Declaration of Friendship with them
       Bonus now scales inversely (negatively) based on AI's DoFWillingness flavor
         AIs more willing to be friends place less value on individual friends & more on forming blocs
         Vice versa for AIs who want fewer but closer friends

     Making a Declaration of Friendship with the same players
       If both extra bonuses (best friend/DP) apply to the same player, they no longer stack, instead the highest value is applied
       Bonus now scales based on AI's DoFWillingness flavor

     Making a Declaration of Friendship / Defensive Pact with their enemies
       Penalty now scales based on AI's Neediness flavor

     Making a Defensive Pact with them
       Base bonus is now +20 opinion (was +15)
       Extra bonus for being the AI's "best DP" is now +20 opinion (was +15)
       If AI has conquered another player, the bonus is now always increased by 50%
       Otherwise, the bonus now scales based on AI's WarmongerHate flavor

     Making a Defensive Pact with the same players
       Base bonus for first DP is now +15 opinion (was +10)
       Base bonus for subsequent DPs is now +10 opinion (was +5)
       Extra bonus for making a DP with the AI's best friend is now +10 (was +5)
       If both extra bonuses (best friend/DP) apply to the same player, they no longer stack, instead the highest value is applied
       Bonus now scales based on AI's WarmongerHate flavor

     "Your friends found reason to denounce you!"
       Penalty now scales based on AI's DenounceWillingness flavor

     Recent Diplomatic Actions
       Removed all bonuses/penalties to this for denouncing someone
       Penalty for rejecting a coop war request without warning the target: removed slight upward skew
       Penalty for rejecting a coop war request and warning the target (with friends of the asker): removed skew, fixed bug

     Vassals of the Same Master
       Bonus buffed to +60 opinion (was +30) if same type of vassalage (voluntary/voluntary, capitulated/capitulated)

Tactical AI
- Fixed issue with invalid tactical moves
- Fixed issue with melee units dancing in place
- Tactical AI is now better at safeguarding civilians and embarked units

UI
- Enginseer: Added new FontIcons for Modmodders (MASSIVE THANKS TO PUTMALK FOR HELPING):
    ICON_VP_SAPPED
    ICON_VP_WRITER
    ICON_VP_MUSICIAN
    ICON_CSD_CIVIL_SERVANT
    ICON_VP_SCIENTIST
    ICON_VP_ENGINEER
    ICON_VP_MERCHANT
    ICON_VP_ARTIST
    ICON_VP_AUTOMATION
      (Gray?/Black? Specialist. Only used when you need to assign an Automation Citizen)
    ICON_VP_BORDER_OBSTRUCTION
      (TO-DO: This font icon exist so that maybe there's a way to detect the Great Wall and Ostrog in the future?)
    ICON_VP_NOINFLUENCE
    ICON_VP_GREATMUSIC
    ICON_VP_GREATART
    ICON_VP_GREATWRITING
    ICON_VP_ARTIFACT
    Added Artifact Icons for CultureOverview
    Added Enable/Deny Quest Reward Influence UI
    Mine Field UI Update
    Airport City UI Update
    Soft incompatibility warning for mods needing to update: CityBannerManager.lua, CityStateDiploPopup.lua, CityStateStatusHelper.lua, CityView.lua
- Lots of text improvements and clarifications, many of them from Enginseer
- City-States now display in their window tooltips how their personality and type affect yield rewards from quests
- Great Merchant trade mission now gives more detail about the scaling WLTKD bonus you'll receive
- AI now scores belief choices and recommends its top three picks for the player in the UI as trophy icons
    Also added a debug option to show all the AI scoring, which may be useful for debugging
- Improved information on Historic Events in the Civilopedia
- "make siheyuan roof texture less annoying", sayeth ilteroi
- SoI/Open Doors now shown in non-EUI Diplo Panel
- Oversupply warning no longer says you cannot purchase units (because you can until you are 14 above it)
- Players may send a "stop converting" request to leaders that have not sent but have founded a foreign religion
- Fixed VictoryProgress display bug for Domination Victory in some cases
- Natural Wonders civilopedia entries now account for Adjacent Plot Yield boosts and Yield per Era
- Fixed Polder appearing twice in Civilopedia
- Unhardcoded special WarmongerHate descriptors for Aztecs, India, Venice

Other Bugfixes
- Fixed a major bug with the scaling of unit maintenance (thanks axatin!)
- Fixed several more desyncs in multiplayer (thank you seroperson!)
- Fixed Media Culture tenet not granting +25% Tourism to cities as advertised
- Fixed a bug where it was possible to work a different city's center tile with the Tradition range boost, causing several glitches
- Fixed a bug preventing submarines from attacking depending on the game's internal "area" borders
- Fixed "Route To Mode" not working properly for railroads
- Fixed Helicopter Gunships being affected by Mine Fields
- Fixed tile improvement progress UI bug
- Fixed Scrivener's Office having the wrong Production cost (now 125, was 150)
- Fixed AI getting an unintended extra 25 Gold, scaling with era, from clearing Barbarian encampments on any difficulty
- Fixed Embassy improvement not getting +2 Tourism from Futurism
- Fixed the spy missions to steal a GW / tech being canceled during mission preparation if nothing can be stolen
   They should continue, and a Golden Age will now start if no tech/GW is available when the mission is completed
- Fixed resources located under captured city still remaining after losing the city
- Fixed supply free units from Conscription not spawning when already at supply limit (I think)
- Fixed the AI erroneously applying its WAR approach bias to its HOSTILE approach in several circumstances
- Fixed an issue with disabled event tooltips
- Fixed "GameEvent.IdeologyAdopted LUA callback is called before ideology is set as unlocked"
- Fixed an issue with Natural Wonders
- Fixed various Venice-related issues
- Fixed vassal rebellion being allowed if "Permanent Peace" or "No Changing War/Peace" game options are enabled (VERY edge case scenario)

Link: https://github.com/LoneGazebo/Commu...download/Release-3.7.12/Vox.Populi.3.7.12.exe

Online as of 3:56 AM CST. Not savegame compatible.

Spoiler Newer 3.7 Versions :
Version 3.7.1 released. Link above has been updated.

Changelog:
Code:
- Automated explorers less likely to get stuck
- Disabling City-State Quest Influence now compatible with multiplayer
- Bugfixes and multiplayer desync fixes for events & espionage
- Humans can no longer send move troops requests to the AI if the AI is unable to declare war on them

Online as of 10:42 PM CST on June 25. Savegame compatible with 3.7 versions.

---
Version 3.7.2 released. Link above has been updated.

Changelog:
Code:
- Fixed issue where viewing your City in EUI creates a texture error when it contains an artifact.
- Removed Outdated Wonder Description where Wonders 3 Eras or Earlier do not count toward increasing Production Cost
- Fixed Great Art Icons referencing Great Books icon and vice versa

Online as of 11:30 PM CST on June 25. Savegame compatible with 3.7 versions.

---
Version 3.7.3 released. Link above has been updated.

Changelog:
Code:
- Fixed a minor bug and removed some duplicated code
- New GUARDED/AFRAID approach reduction based on nearby friends denouncing a player now estimates the other player's DenounceWillingness instead of their inverted DiploBalance
- DenounceWillingness, not DiploBalance, now increases the AI's chance to denounce a friend if their opinion rating is Competitor
- The new hidden feature where DiploBalance of -12 made the AI always pursue Diplomatic Victory has been changed to MinorCivCompetitiveness (makes more sense, allows more modder flexibility when creating personalities)
- The new hidden feature where DoFWillingness of -12 made the AI always pursue Cultural Victory has been changed to WonderCompetitiveness (makes more sense, allows more modder flexibility when creating personalities)
- Updated Vox Populi Diplomacy Guides thread with all changes to leader flavors as of 3.7.3

Online as of 2:14 AM CST on June 27. Savegame compatible with 3.7 versions.

---
Version 3.7.4 released. Link above has been updated.

Changelog:
Code:
- Fixed bugs with Diplomacy AI's "backstabber flag" incorrectly being called for approach selection, incorrectly being cleared for AI players with Loyalty <= 2 if the *other* player had Loyalty > 2
- Removed minor information cheat where Diplomacy AI would be able to detect a dead player was ingame if they could see a plot adjacent to a conquered city, but not the conquered city itself
- Merged (4a) Promotion Icons for VP mod into (2) Vox Populi - even fewer clicks; thanks N. Core!
- Renamed (4b) UI - Promotion Tree for VP to (4a) UI - Promotion Tree for VP, and also converted it into .civ5proj format (makes it buildable & easier to edit)
- Deleted CargoShipMod.sql from the repository as it was unused and just taking up space

Online as of 3:06 PM CST on June 29. Savegame compatible with 3.7 versions.

---
Version 3.7.5 released. Link above has been updated.

Changelog:
Code:
- Fixed more desync issues in multiplayer
- City-State Sanctions resolution now invalidates City-States' Trade Route quests

Online as of 3:41 PM CST on July 1. Savegame compatible with 3.7 versions.

---
Version 3.7.6 released. Link above has been updated.

Changelog:
Code:
- Fixed some tactical AI bugs with safety & healing moves
- Fixed CalculateBullyScore() changes from VP applying in Community Patch only
- Fixed Zulus not actually receiving their full 50% bonus to military strength modifiers for tribute
- Fixed Total War tenet applying a massive bonus to military strength modifiers for tribute
- Influence decay for City-States now increases gradually instead of suddenly jumping at every 100 points (100, 200, 300, 400, 500, etc. Influence)
   < 100 Influence above resting point: Influence decays by an extra -0.01 per point of Influence above resting point
   >= 100 Influence above resting point: Influence decays by (Influence above resting point/100)^1.5, as it does now, but without the sudden jumps

Online as of 5:39 PM CST on July 7. Savegame compatible with 3.7 versions.

---
Version 3.7.7 released. Link above has been updated.

Changelog:
Code:
- Fixed longstanding bug causing AI not to include air units in its diplo AI strength estimates of other players
- Fixed multiplayer bugs related to trade deals
- Fixed UI not displaying Faith generation from Trade Routes in Trade Overview
- For now, AI will no longer revoke Pledges of Protection it has made, as there's virtually no benefit to doing so in most circumstances
    Currently working on better AI logic for this and other City-State interactions

Online as of 1:11 PM CST on July 8. Savegame compatible with 3.7 versions.

---
Version 3.7.8 released. Link above has been updated.

Changelog:
Code:
- Fixed another major bug in AI-to-AI deal valuation (a deal only had to be good for one AI)
- Code cleanup
- Fixed grammar for City-State Unit Gift Quest
- Various other text fixes, including improved military supply panel
- Improvements to road building AI for Iroquois and Songhai
- Fixed "Don't Remove Features" not including Marsh tiles
- Dutch Workers will now improve resources on Marsh tiles
- Automated diplomats will avoid City-States where Influence from Quests was disabled
- AI can cancel pledges again sometimes, if the City-State's capital has taken damage or has been destroyed
- Tweaks to tactical AI
- Several bugfixes for diplo AI victory competition functions
- Score from Policies now excludes finishers, includes openers (even in Community Patch only because the other way is stupid)

Online as of 7:10 PM CST on July 18. Savegame compatible with 3.7 versions.


---
Version 3.7.9 released. Link above has been updated.

Changelog:
Code:
- Fixed being able to demand tribute from City-States every turn
- Fixed crashes & issues related to Promotion Icons merge
- Deal AI Bugfixes
    Fixed AI offers having incorrect texts
    Fixed trade items of the human player being changed when asking the AI to equalize a deal
    Fixed the AI ignoring trade restrictions (for example the no permanent/temporary trade restriction) when adding items to an offer, which caused a lot of AI offers not to be made
    Fixed valuation of deal items not being updated after a completed deal while staying in the trade menu
    The value of each strategic resource item is now always a multiple of the value of 1 GPT.
    - This fixes getting a different total amount of gold when splitting up a deal into multiple parts.
    - It also fixes the AI not being able to make offers sometimes (for example when an item was valued at 1.5 GPT).
- Improvements to the City Governor
    City Governor now values Culture and Science yields slightly higher than Production and Gold yields
    City Governor more likely to assign Artist/Writer/Musician specialists
    City Governor properly takes into account food consumption of specialists
    City Governor properly takes into account urbanization caused by specialists and its effect on local and global happiness levels
    If "Avoid Growth" is activated, the City Governor no longer attempts to have a food surplus in the city
- Tactical AI improvements
    Smarter unit choices
    Garrisons should not withdraw before attacks
    Combat simulator now has more elaborate detection for duplicate positions, skips blocked moves earlier
    Adjusted combat simulator XML values in DifficultyMod.xml
    Added additional logging
- Updated Communitas map with latest AssignStartingPlots changes
- Fixed a bug in CanTrainCity where it was reporting false positives on Lua due to inconsistent return statements
- Fixed Vassal Overview display bug for human vassals
- Added Civ Start Biases to the Civilopedia
- Added IsAnnexedCityStatesGiveYields LUA method
- Text fixes
- Code cleanup

Online as of 1:50 PM CST on July 29. Savegame compatible with 3.7 versions.

---
Version 3.7.10 released. Link above has been updated.

Changelog:
Code:
- In the trade screen, items that the AI considers "IMPOSSIBLE!" are now highlighted in red (thanks, axatin!)
- Tactical AI adjustments to account for naval combat edge cases

Online as of 11:47 PM CST on July 29. Should be savegame compatible with 3.7 versions.

---
Version 3.7.11 released. Link above has been updated.

Changelog:
Code:
- Fixed a crash caused by the new city governor changes
- Fixed not being able to buy repeal votes in the trade screen
- Adjusted Diplo AI "close to victory" thresholds that trigger endgame aggression boost
     Close to Diplo Victory: 75% -> 55%
     Close to Culture Victory: 75% -> 60%
     For an explanation of how these values are calculated, see the Guide to Victory Competition (Vox Populi Diplomacy Guides thread)

Online as of 1:26 PM CST on July 30. Savegame compatible with 3.7 versions.

---
Version 3.7.12 released. Link above has been updated.

Changelog:
Code:
Balance
- Growth bonus from Happiness is now capped at +100%
- Units created in damaged cities now start with a minimum of 20% of their max HP

Bugfixes
- Fixed a bug involving Zealotry and faith purchases
- Fixed Civilopedia Bug with Start Biases appearing everywhere
- Fixed corporation bonus applying to Food yield more than once

UI Reworks/Additions
- Added Lua Method for Player:GetHistoricEventTourism(HistoricEventTypes, int CityID) and Player:GetNumHistoricEvents()
- Added a new tab in CultureOverview, which lets you determine how much Tourism you will get when you make those Historic Events appear.
- Added Support for Rome UA with Annexed City-State, a City-State Icon will appear under eligible annexed City-States showing you specifically for conquered Military CS what they can gift you if you 'know their secret.'
- Improvements to Food tooltip in cities

AI route building logic improvements
- Make road building node evaluation more complex than just "does the tile have a mountain". Check whether a village can actually be built in the tile.
- Now more prone to rebuild road network if there is a more optimal new path. Will heavily prefer to build road networks over existing towns and villages.
- Disregard village logic if the route is for a shortcut or strategic route, since these routes generally don't give town/village bonuses.
- AI will now build shortcut routes between cities even if they are not both connected to the capital yet.
- AI now correctly considers value of railroads between cities in VP version.
- AI now slightly more aggressive in removing old routes.
- AI can now build routes in unowned tiles bordering other civilizations' borders, but they will avoid it if possible.
- AI will no longer plan routes through other civs' borders when they have open border treaties.
- AI will no longer remove routes that are earning them gpt if they are losing gpt.
- Update route cost evaluation to take into account planned routes rather than existing roads.
- Removed logic meant to make AI finish up almost completed routes, since that should not be needed anymore and made AI always build short routes even if they are losing gpt.

- Tactical AI improvement: added tiebreaking for tactsim assignment candidates

Online as of 2:07 PM CST on August 4. Savegame compatible with 3.7 versions.
 
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what did change about the calculation of max religions?
u can edit it now just looks in the CoreDefines.sql in the (2) file

Code:
-- Religion Spread Rework
...
INSERT INTO Defines(Name, Value) SELECT 'RELIGION_MAXIMUM_FIXED_AMOUNT', '1'; -- this number is added to the religion maximum (VP only)
INSERT INTO Defines(Name, Value) SELECT 'RELIGION_MAXIMUM_PER_PLAYER_DIVISOR', '200'; -- the number of majors in the game * 100 / this number is added to the religion maximum (VP only)
INSERT INTO Defines(Name, Value) SELECT 'RELIGION_MAXIMUM_CAP', '8'; -- cap on religion maximum (VP only)
 
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I'm getting an "Access is denied" error when installing (even when running as administrator). Is anyone else getting this?
 
u can edit it now just looks in the CoreDefines.sql in the (2) file

Code:
-- Religion Spread Rework
...
INSERT INTO Defines(Name, Value) SELECT 'RELIGION_MAXIMUM_FIXED_AMOUNT', '1'; -- this number is added to the religion maximum (VP only)
INSERT INTO Defines(Name, Value) SELECT 'RELIGION_MAXIMUM_PER_PLAYER_DIVISOR', '200'; -- the number of majors in the game * 100 / this number is added to the religion maximum (VP only)
INSERT INTO Defines(Name, Value) SELECT 'RELIGION_MAXIMUM_CAP', '8'; -- cap on religion maximum (VP only)
very happy for that returning, tho i read someone talking about even more than 11 religions, and religions able to choose beliefs who where already chossen. i dont know anything more for that

Tekamthi

it was you?​

 
very happy for that returning, tho i read someone talking about even more than 11 religions, and religions able to choose beliefs who where already chossen. i dont know anything more for that

Tekamthi

it was you?​

yes but that was a long time ago, devs have changed things a bunch of times since. The recent discussion is unclear on how beliefs will be handled if they run out, though its possible G's old belief rollover handling is still intact for all i know. A new rollover method was proposed but not confirmed, as far as I've seen. I infer the recent intention is that you can now plugin any integer you want, but I'm not sure if the fix was fully baked-in as far as belief handling goes. If not, and you set number of religions too high, you may soft-lock your game when you're forced to pick beliefs from an empty list (thats how it originally worked before any fixes, in 2016-2017 era).

Let me know if you try; for me the sweetspot was around 12 religions in 43-civ so the more recent limit at 11 was close enough. I played a few games with 16 way back, no idea if this is currently possible.

u can edit it now just looks in the CoreDefines.sql in the (2) file

Code:
-- Religion Spread Rework
...
INSERT INTO Defines(Name, Value) SELECT 'RELIGION_MAXIMUM_FIXED_AMOUNT', '1'; -- this number is added to the religion maximum (VP only)
INSERT INTO Defines(Name, Value) SELECT 'RELIGION_MAXIMUM_PER_PLAYER_DIVISOR', '200'; -- the number of majors in the game * 100 / this number is added to the religion maximum (VP only)
INSERT INTO Defines(Name, Value) SELECT 'RELIGION_MAXIMUM_CAP', '8'; -- cap on religion maximum (VP only)

If i read this right, all religion values are now done in Defines table rather than the old values that did same in worldsizes table?
 
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Tile Purchases -
Tiles containing Barbarians can now be purchased, making them an exception to the rule that enemy combat units block tile purchases
But tiles containing embarked enemy units can no longer be purchased, making Barbs the only exception
The Manchus live once more!
Thank you for this change.
- Increased AI aggression when they are bankrupt and are paying a player a *lot* of GPT
Laughs in Treaty of Versailles
 
"Route to Mode" is still borked. Worker that is ordered to build road to a tile doesn't choose the obvious shortest route
 
Communitas lives!

Now if we could only do something about the fact that every game I have more aluminum than god but would literally sell a city for a couple of coal because its often so rare:)
Same. Always short of coal, but drown in aluminum.
 
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