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Did they tick 6 level ups and regain all of their missing HP? I think landsknecht purchase with full XP from cities, correct? So it would be easier for them to do so.
 
I've noticed something odd about CS changes from 3.10.14 to 4.2.7:

In 3.10.14, CS would build defenses for themselves but never for captured cities. In 4.2.7, CS build defenses for captured cities, or if the city is conquered then liberated, but if never conquered/liberated, they just never build any defensive buildings. It looks like something was changed in 3.10.14 in an attempt to get CS to build defenses in cities they conquered but it broke the base CS building defenses for itself. Can we just roll the change back to 3.10.14?
 
I've noticed something odd about CS changes from 3.10.14 to 4.2.7:

In 3.10.14, CS would build defenses for themselves but never for captured cities. In 4.2.7, CS build defenses for captured cities, or if the city is conquered then liberated, but if never conquered/liberated, they just never build any defensive buildings. It looks like something was changed in 3.10.14 in an attempt to get CS to build defenses in cities they conquered but it broke the base CS building defenses for itself. Can we just roll the change back to 3.10.14?
Should be fixed in the next version

 
Tribute is still off, I play with EE, by the end of EE I get 4000 gold as tribute. That is a lot, also you get same amount from CS size 6 or 20, it's don't matter that CS big or small, what buildings it has. As a matter of fact, this version CS have no buildings, except for 2-3.
 
Concerning difficultyChanges.xml, does anyone know if there is a variable to make the AI civs more expansionist and build more cities ?
 
Concerning difficultyChanges.xml, does anyone know if there is a variable to make the AI civs more expansionist and build more cities ?
You might want to just wait for the next patch as this has been addressed.

 
"Tactical AI" has very profound problems which deserve for separate topic.
In general they are so excessively cautious with their units, most of the time prefer to avoid combat (even with advantage to attack, e.g. first tanks vs ranged units) even exposing their cities to bombard. I captured few capitals and AI just retreated back in 3-4 tiles away from it, just observing. I was didn't mind cuz wanted their army alive to fight another enemies, but this is BS. Before version 4.x war was punishing, I remember to have 5-10 units die each turn, now, in comparisson, I had 1 unit dead in 2-3 turns.
 
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Looks like the ai expansion and the city state defensive building fixes are on the way, definitely a good sign. those two issues are pretty far reaching in terms of gameplay consequences, ive felt them in my past two games pretty strongly
 
I have question regarding, rules how AI making units. I'm making siege with my superior army. it says Atilla has 630 gold.
He pumps 3 units this turn in both cities. Each could attack. And after the turn it has 600 gold..
I noticed long time ago, AI is rushing tons of units when in losing scenario, but sometimes i have feeling, its just unethical :)
I guess he could request help from his friends, but something similar happen 3 turns in a row, and allays usually don't want give help,
when they just gave it, at least to me :)
I mean, is AI rushing units for free or something? Or maybe there is some weird stuff like in Civ 4 that you could insta rush unit, but -1 population :) that i dont know of :)?
And if i surrounded their city tightly, new naval units just appear behind my back, where my ranged units are.. i mean c'mon, this is ridiculous sometimes.
Also its look like, purchased units seems to have full xp.
What am i missing here?
 
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Doing a settler game due to how hard i find the AI at combat, Pyramids went at turn 32! (not that i was going for it) if it takes 8 turns to "research" then 24 turns to build! did it get invested or did the AI get a hammer bonus or both from ruins that some serious effiecient gameplay for Settler though for it to go early 30s on Standard speed standard map
 
24 turns to build is a lot. It doesn't take that long with the right terrain.
 
24 turns to build is a lot. It doesn't take that long with the right terrain.

ive checked the log,
19​
GreeceAthensSEED: 18364086991214393462CHOSEN: WonderPyramidsNoRushERA: 0TURNS: 15

if i read that correctly Turn 19 Greece chose Pyramids and would take 15 turns correct?
 
Does anyone know when their will be a patch to fix the expansion of the computer players? Its a huge factor when playing the game. Thanx for all you guys do!
 
When will the new version be released?.... I want to play but I do not begin to fix that the city of the sovereign will build walls....
 
Does anyone know when their will be a patch to fix the expansion of the computer players? Its a huge factor when playing the game. Thanx for all you guys do!
When will the new version be released?.... I want to play but I do not begin to fix that the city of the sovereign will build walls....
There's an experimental Alpha build of 4.3 if you want to try it:

 
Does anyone know when their will be a patch to fix the expansion of the computer players? Its a huge factor when playing the game. Thanx for all you guys do!
When will the new version be released?.... I want to play but I do not begin to fix that the city of the sovereign will build walls....
Probably in about a week or so.
 
is it possible to edit some files to reverse the only recon units can pick up ruins change?
 
is it possible to edit some files to reverse the only recon units can pick up ruins change?
(2) Vox Populi/Database Changes /CustomModOptionChanges.sql
Code:
UPDATE CustomModOptions SET Value = 1 WHERE Name = 'BALANCE_CORE_GOODY_RECON_ONLY';
set 1 to 0
 
I'm not sure whether this is a bug related to recent changes to the Specialist/governor logic or an intended change (hence why I'm posting here not on github), but the tile and specialist selection logic has been really bad for me recently. I really only started to notice it in the later portions in my last few games when I had a lot of cities and got behind on locking tiles/specialists, but I just started a Venice game and now its like glaringly obvious. I have cities working bare coastal tiles even when there are multiple 1f3p tiles available to work and I have plenty of excess food.

I also noticed in my earlier games that I would have multiple 20+ pop cities (set to normal citizen allocation and unlocked specialists) that would work no specialist slots even when I had plenty of excess food and instead would work laborers, sometimes even when the laborer yields were less than tiles they could be working instead. And even when the decreased needs from working specialists outweighed the urbanization, the cities still would often just not work any specialists. This wasn't too big of a problem when I owned every city and could lock everything, but with puppeted cities it just seems like a massive chafe.

I'm playing on the new ilteroi dll, and this right here is by far worst problem in the game atm. The governor logic is terrible. On tiles, 1 food is valued higher than 2 hammers + 2 gold. Puppets cannot work specialists at all and just max all tiles, then literally labourers. First time I've seen labourers used at all, and I can't even do anything against it.

It was good before v4, what happened?
 
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