New Version - 3.7.12 (August 4, 2023)

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How is that platinum tile even 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)
im trying to increase the number of religions to 11 but i dont know
 
im trying to increase the number of religions to 11 but i dont know
RELIGION_MAXIMUM_CAP to 11
RELIGION_MAXIMUM_PER_PLAYER_DIVISOR should be lower than 200 depending how many major civs you have
it's allowing 1 religion per 2 major civs
 
Version 3.7.1 released. Link in OP 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. Savegame compatible with 3.7 versions.
 
Version 3.7.2 released. Link in OP 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- Removed Outdated Wonder Description where Wonders 3 Eras or Earlier do not count toward increasing Production Cost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. Savegame compatible with 3.7 versions.
 
The multiplayer was pretty much unplayable for the last 5 years so I am pretty sure most people play alone.
And yet I've played it (but maybe not always the lastest version). And others did too from what I gather. I think what amounts to unplayable for some people is just a nuisance for others. I do agree though that anything beyond small and quick turns used to become unbearable in late game.

However, I think this discussion is somewhat pointless. If the "devs" had to direct part of their attention/resources away from their "single player" work, one could argue this to be a waste of time due to the perceived low numbers of players. However, since some people have taken it upon them to exclusively concentrate on debugging multerplayer, that argument is out the window I think. Furthermore, I think fixing multiplayer will possibly attract old and new players alike.
 
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And yet I've played it (but maybe not always the lastest version). And others did too from what I gather. I think what amounts to unplayable for some people is just a nuisance for others. I do agree though that anything beyond small and quick turns used to become unbearable in late game.

However, I think this discussion is somewhat pointless. If the "devs" had to direct part of their attention/resources away from their "single player" work, one could argue this to be a waste of time due to the perceived low numbers of players. However, since some people have taken it upon them to exclusively concentrate on debugging multerplayer, that argument is out the window I think. Furthermore, I think fixing multiplayer will possibly attract old and new players alike.
We should be grateful that there is someone who's willing to work on improving multiplayer.
And he obviously needs other people to report crashes, bugs, etc. on MP play.

Because testing MP is hard if you don't have multiple PCs or another account that owns Civ 5 and all of its DLCs.

CP only is kinda not prioritized because there are fewer people playing on it, so then the dev gets fewer bug reports from it.
 
How is the amount of GPT for lux determined for AI, especially in medieval era and after? Sometimes they agree to pay a bit too much in my opinion: 23 gpt, epic speed (70 turns), medieval era when their income is 75, so ~1/3 of their income for 1 lux. Even if it triggers one or two WLTKD on their side I still don't think it's worth it for them.
 
Version 3.7.3 released. Link in OP 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. Savegame compatible with 3.7 versions.
 
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How is the amount of GPT for lux determined for AI, especially in medieval era and after? Sometimes they agree to pay a bit too much in my opinion: 23 gpt, epic speed (70 turns), medieval era when their income is 75, so ~1/3 of their income for 1 lux. Even if it triggers one or two WLTKD on their side I still don't think it's worth it for them.
Depends, if I have mausoleum and it was my capital that needed it I would probably pay that much and if I had 75gpt available (which is unlikely).
But thats not the norm and I agree they pay a bit much, on the other hand AI have a different economy than players.
 
"Route to Mode" is still borked. Worker that is ordered to build road to a tile doesn't choose the obvious shortest route
It should be using the exact same pathfinding logic as the AI uses now. Make another issue on GitHub and I'll see if there's some other bug that I've missed.
 
It should be using the exact same pathfinding logic as the AI uses now. Make another issue on GitHub and I'll see if there's some other bug that I've missed.
In my next game then, if I see it again.
 
Do you remember if the route went far outside your borders? If so I think I know the issue.
When I gave the worker the order to build road to a remote tile, he basically stepped aside onto an adjacent tile while he should have started digging in the tile he was standing. IIRC the starting and final points were both within my borders, without interruptions.
 
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:)

I know you say that, but I can state with high confidence (as almost all my games are on the maps) that in actual this is often not true.

Maybe the coal is scattered in bad spots, maybe it’s too condensed to one player, I can’t say. But I can say it’s the exception rather than the rule where I get a “good” amount of coal. Slater mill is a go to wonder for me just because it’s so rare

For some this might be fun and realistic, for others like us it seems more annoying. I just use IGE th fix the problem if it arises (but in a fair way also giving AI more).
 
Personally I'd prefer if commodity trading had more of an emphasis, especially later in the game. It's okay if coal is rare in your part of the world if aluminum is rare in their part, and you have to trade the two for each other to balance it out. But right now it's pretty much "spend everything you can get your hands on", so there's no real reason to sell excess. So I guess I'm arguing for a system with fewer, heavier deposits, and an AI that's willing to sell excesses.

In practice, everything gets boiled down to gold values, and then the AI never wants to sell resources, probably because it's spending them all. So the idea doesn't get off the ground.

This is starting to verge into proposal workshopping, but if there was a way to get the deal AI to apply like a favorability bonus when trading resources of the same type (strategics for strategics, e.g.), that would be nice.
 
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