New Version - 4.20.2 (Temporary Thread)

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Hello all,

Following a hack of a moderator account on CivFanatics, the new version thread got merged into the giant mess.

While site staff figure out how to handle the problem, I have temporarily reconstructed the OP of the thread.

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Hey all,

New version inbound while we continue to work on 4UC development. Should hopefully fix the tactical AI issues reported in 4.19.1 and a few other things.

Fairly minor changes overall. Thanks to @ilteroi in particular, as well as @axatin, @azum4roll and @KungCheops.

Changelog:
Code:
General
- Significant performance improvements
- Added LuaCATS documentation for UI and UIManager
- Updated the copyright year to 2025
- Made improvements to the autoinstaller (thank you, axatin!)
    No longer mentions (5) and (6) mods
    No longer suggests a folder for the Civ 5 folder if the game is not installed in the default location
    Gives a warning message if an incorrect path to the Civ 5 folder is provided
    Gives a warning message if not all DLC are installed
    Fixed custom text on the finish page not working
    Added instruction on the finish page to click on "NEXT" in the MODS menu when loading the mods
    These fixes are intended to fix common installation problems and reduce headaches for all involved


Modding Tools
- Enabled AssignStartingPlots overriding for modmods
    See the header comment in AssignStartingPlots.lua for details

- Added Unit_Bounties table: awards instant yields to the player who kills an enemy unit

- Standardized the effects of Units.RangeAttackOnlyInDomain
    Units with this property can only attack units in the same LANDMASS (not area), and additionally cities adjacent to this landmass IN VP


AI
  Diplomacy
  - Adjusted the AI's propensity towards adopting certain diplomatic approaches
      HOSTILE: Now depends on HOSTILE bias and DenounceWillingness (was Meanness)
      DECEPTIVE: Now depends on DECEPTIVE bias and Loyalty (was DenounceWillingness)
      GUARDED: Now depends on GUARDED bias and WorkWithWillingness (was Forgiveness)
      AFRAID: Now depends on AFRAID bias and Meanness (was Boldness)
      These secondary flavors are more appropriate
  - When Aggressive Mode is enabled, the AI can now sometimes double its DECEPTIVE weight as well as its WAR and HOSTILE weight
  - Added special logic for the NEUTRAL approach
      When the AI's Opinion of a player is Favorable or higher, instead of always lowering NEUTRAL, it is now adjusted as follows:
        If the FRIENDLY approach is outscored by any non-NEUTRAL approach, NEUTRAL will be boosted instead of lowered
        If this isn't the case, then the AI will aim to make the NEUTRAL approach score equal to 1 below the FRIENDLY approach score, and boost or lower the score accordingly (within limits based on flavors and how positive Opinion is)
        The AI factors the "approach curve" into this new calculation so that it predicts what the value will be, not what it is right now, for all of this
      The boost added to the approach when the AI is between -30 and 30 Opinion now scales based on how close the Opinion score is to 0
      At exactly 0, it receives a 4-40% boost, while at -30 or 30 it receives a 2-20% boost, depending on flavors
      Previously it was a flat 4-40% boost all the time

  Homeland
  - Improvements to recon pathfinding
  - Increased desire for recon units to pillage improvements
  - AI is better at positioning units during peacetime
      In particular, they will avoid placing siege units on their borders (still a WIP)

  Tactical
  - City garrisons are now included in the tactical simulator
      Fingers crossed this fixes the issues with AI abandoning its cities
  - Tactical simulator now considers additional plots
  - Tactical simulator now handles combo moves and ranged attacks better
  - Simplified and removed a lot of code
  - Moved danger cache to tactical simulator, hopefully without breaking multiplayer


Balance
  Map Generation
  - The continent-based division script now reruns up to 9 times with more relaxed requirements on landmass fertility and fertility per civ each time, before it considers the map Terra or Archipelago

  Pantheons
  - Now require a capital city in order to be founded


UI
- Further graphical fixes to icons and the Liburna unit


Bugfixes
- Fixed Great Musician Concert Tours not working in Community Patch only
- Fixed incomplete implementation of Trait_GreatPersonExpendedYield
- Fixed a text issue when declaring war on a City-State in Community Patch only
- Fixed Feitoria being created (via Nau) adjacent to lakes and improved the logic slightly
- Fixed top panel not updating in Hotseat mode when the active player changes
- Fixed Units.CulExpOnDisbandUpgrade giving double Culture on upgrade
- Fixed bugs related to AI's knowledge of other players' visibility of a tile
- Fixed a very rare issue where the AI was inappropriately passive towards liberated vassals
- Fixed bugs related to City-State bonuses from dead City-States
- Fixed autosaves not working in Observer mode

Link: https://github.com/LoneGazebo/Commu...download/Release-4.20.1/Vox.Populi.4.20.1.exe

Online as of 11:38 AM CDT. Not savegame compatible.

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Version 4.20.1 has been released. Link above has been updated.

Changelog:

Code:
- Fixed bug with map selection on menu screen
- Added a tactical AI failsafe to prevent garrisoned units from abandoning cities
- Made improvement planning AI better at prioritizing improvements that buff nearby tiles. Will now prioritize building them next to tiles that are actively being worked by a city.
- Fixed bug causing AI to sometimes get stuck improving the same tile over and over (was miscounting for monopoly bonuses).
- Unit Production AI tweaks
    Made unit production AI more focused on trade units and building military units up to their supply limit.
    Added functionality to let the AI to include units currently being produced when considering how many units they currently have.
    This means they should no longer produce units way above their supply limit if they have many cities producing units at once.
    These tweaks have been shown through testing to make the AI more competitive, particularly in the early game, so hopefully it should help various issues seen recently

Online as of 12:27 AM CDT on March 10. Savegame compatible with 4.20 versions.

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New Version 4.20.2:

https://github.com/LoneGazebo/Commu...download/Release-4.20.2/Vox.Populi.4.20.2.exe

Change log:
Code:
Bug fixes
- Fixed Austria not getting +15% GPP rate per Marriage in the Capital
- Fixed diplomacy bonus "you fought against a common foe" not working
- Fixed a bug in Communitu map option selection
- Fixed a long-standing bug in the diplo AI calculation of major competitors


General / Modmodding:
- Modders can now set OPINION_WEIGHT_VICTORY_NONE to a negative value (making the AI friendlier if there's no victory dispute)
- Era-dependent AI evaluations are now based on the name of the era ("ERA_MEDIEVAL") instead of the era number ("2"), which improves compatibility with modmods that add new eras
- Code fixes and improvements

Online as of 3/26, 3:24 pm CDT, save game compatible with 4.20 versions
 
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@AndreyK No I think it's hardcoded to take the lowest CS unit? In some modded civs with unusual unique units its a problem too.

All: I haven't seen any of that funny AI-failing-to-defend bug this version. Am I right or am I just lucky? Everything good with AI combat?
 
All: I haven't seen any of that funny AI-failing-to-defend bug this version. Am I right or am I just lucky? Everything good with AI combat?
Just yesterday I was thinking the same. The AI in my games pushed against my armies until they "know" the can't keep it up. Then they'll retreat a bit, but are still offensive enough if I'm not careful. Personally, I enjoy the current version. I'm also a big fan of the supply decrease, works fine for me.

One of my biggest gripes is probably yield inflation. It gets too crazy the further you get.

Also some minor things like getting a free research lab with... I don't know which wonder exactly (but far later than the tech for research labs). At that stage it feels unnecessary.

Well done everyone and thanks for some enjoyable hours with this game/mod :).
 
All: I haven't seen any of that funny AI-failing-to-defend bug this version. Am I right or am I just lucky? Everything good with AI combat?
I find AI to be quite devious and challenging in this version :) Placing of Citadels is also interesting. It's not just done to steal land, but also to bolster defenses of some cities by placing the Citadel right next to the city. I don't know if that makes sense, but it certainly makes taking that city more challenging :lol:
 
I posted in the prev thread before it went poof.
Are wonders supposed to require annex to provide any benefit as opposed to puppet where they dont provide any benefits?
In this case parthenon not providing extra yields on amphithetres (all over) when the wonder is in a puppet city.
 
In this case parthenon not providing extra yields on amphithetres (all over) when the wonder is in a puppet city.
Is it possible, you checked just after conquered city, when it is still in riot or didint wait one turn, some yields, due to implementation show after next turn, thou not sure if this is that common.
I would guess wonder means "empire wide" bonuses, so even puppet city should provide everything.
If im correct, puppet cities only means "I resign from manual production setting, to not get penalties fomr numer of cities".

Honesly.. i just realised i dont rly know, if you get benefit from wonders if your city with all the wonders riots, like due to some spy action for example.
 
Is it possible, you checked just after conquered city, when it is still in riot or didint wait one turn, some yields, due to implementation show after next turn, thou not sure if this is that common.
I would guess wonder means "empire wide" bonuses, so even puppet city should provide everything.
If im correct, puppet cities only means "I resign from manual production setting, to not get penalties fomr numer of cities".

Honesly.. i just realised i dont rly know, if you get benefit from wonders if your city with all the wonders riots, like due to some spy action for example.
No I also waited, 1st time when I saw this I had it puppeted for 10+ turns and realised, where are my extra yields?
Need to test extra trade route wonders and more to see if the same applies.
 
Is it possible, you checked just after conquered city, when it is still in riot or didint wait one turn, some yields, due to implementation show after next turn, thou not sure if this is that common.
I would guess wonder means "empire wide" bonuses, so even puppet city should provide everything.
If im correct, puppet cities only means "I resign from manual production setting, to not get penalties fomr numer of cities".

Honesly.. i just realised i dont rly know, if you get benefit from wonders if your city with all the wonders riots, like due to some spy action for example.
Temple of Artemis verified to provide 10% before annex, and Im pretty sure I've seen the extra trade routes from those wonders on puppet.
So far only parthenon inconsistency, I dont call it a bug tho as Im not certain what the intended result is.
 
Temple of Artemis verified to provide 10% before annex, and Im pretty sure I've seen the extra trade routes from those wonders on puppet.
So far only parthenon inconsistency, I dont call it a bug tho as Im not certain what the intended result is.
In general buildings that benefit a specific Buildingclass do not count when they are puppeted - for example factories in puppets do not buff factories in non-puppets, but immediately count when that city is annexed.
 
I’m playing version 4.20.2 (Community Patch v.1.42).
Game settings: Portugal, difficulty: Emperor, map: Huge, Continents Plus, game speed: Epic.
There are about 18 AI players across two continents and several islands. I’m in the Industrial Era (some AIs have already reached the Modern Era). On my continent, besides me, there are three AIs (the strongest in the game).
It’s mind‑numbingly dull—I haven’t waged a single war against anyone since the very start of the game. The three AIs on my continent are friendly with each other and with me. They’ve formed a defensive pact among themselves (and left me out—I wasn’t even invited). Nobody attacks me.
Has anyone ever experienced this situation?
 
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