New Version - August 18th (8-18)

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Seems like people doesn't really seem to understand the reasoning behind this, so I will explain. AFAIK while the (standard/expansive) AI is expanding, the AI is far less likely to build up an army to attack someone (expanding involves using hammers and gold on infrastructure as well as defense meaning there's less hammers left for soldiers). As long as the AI has room to expand, the AI will keep expanding, when the room runs out the AI will usually focus on other things including building an army (this of course excludes AI with specific goals, who will instead focus on them, they can be building wonders of trying to take capitals, getting ahead in science and whatever).
The reasoning why you're seeing less aggression in these later versions is because expansion was tuned down, meaning there is more room left for a longer period of time, this leads to the expansive AI not actually having to DOW people early on as there is plenty of land left to grab.
This being said, playing on smaller maps the AI is definitely still aggressive as all hell, on a small sized Oval map the map runs out of space in the classical era and you usually see a DoW at that point, especially if someone really expansive is in the game.

That seems kinda reasonable. But what I think is more of a problem is the fact that everybody are friendly towards everybody like in my game where 8 of the 9 civs were friendly with each other. That is just plain too much friendships anyway you slice it and the fact that I couldn't get either Babylon or Iroquois declare war on me even when I converted their cities, bought tiles near them after I promised not to and forward settling them very agressively. I think they should have not be giving me DoF after that regardless of which victory they are aiming for.
 
That seems kinda reasonable. But what I think is more of a problem is the fact that everybody are friendly towards everybody like in my game where 8 of the 9 civs were friendly with each other. That is just plain too much friendships anyway you slice it and the fact that I couldn't get either Babylon or Iroquois declare war on me even when I converted their cities, bought tiles near them after I promised not to and forward settling them very agressively. I think they should have not be giving me DoF after that regardless of which victory they are aiming for.

Fully agree
 
Seems to me that the AI should stop expanding when the only space left to expand is a plot of three snow covered tiles near the edge of the board that is 3/4 covered by ice.
They are expanding too much. Either that or cities borders aren't expanding fast enough to cover it's workable plots. I think that would eliminate a little bit of the over expansion problems.

I am experiencing the same AI friendly behavior spoken of earlier. Turn 435 Renaissance era and other than England, Greece has just Denounced me. That makes two unfriendlies in an overcrowded world.

AI's Not renegotiating friendly trades is a bit annoying. Any word on a fix for this?

Lastly My economy just went from positive (positive since the beginning of the game) ~165 per turn to -15 in one turn after a golden age ends? WTH is that all about? That seems like a bug to me. Greece is on the other side of the world and not in trade range so It can't be from a sudden lack of trade routes.
 
poor warmongers. there is just to much stuff to build for them to not be behind that they became pink poneys instead.

another thing to ask. why i cant dig artifacts(hidden antiquity site) in greek lands(my vassal), when civpedia says i can.

in addition for this warm theme about warlikeliness just short sentence. I dont like it. With all this great stuff which improve gameplay a lot, this causing gloss lose. i think many people just dont enjoy build ton of buildings and care about yilds to catch Ai's handicap. There were warmongers on giant maps even with milion km2, dont see reason why they cannot be here. i understand how it is now, just dont like it. still not reason for me leave this jewel. but i rly like play on big maps which makes it longer,better,more interresting etc. but wait for wars till modern just little killing authenticity.

also can someone explain me just one thing. is stuff in this mod(some of that) just badly described ingame, or it doesnt work? like exploration in imperial branch(where u dont get bonus +1 movement point for GG/should it be great admiral?). like unability of archeologist dig in foreign lands, like weird yilds from villages. i just wanna know in what phase this mod is.
 
Villages get extra gold if built on a road. Farms get extra food if they are built next to another farm.

do u rly think, that i came ask this question without read all comon ingame guidance?

and now it become even better. i CAN'T dig artifacts in another lands, but Pedro can dig next to my city? WTH? i even cant :) :) :) :):) :) :) :):) :) :) :):) :) :) :) of him through diplomatic screen. great. ok he will just get what he deserves few turn earlier than i mented. none will dig my beautifull artifags.
 
I definitely can confirm and express my dislike towards the AIs not going to war, ever, in the 8-18 version (using the base Comm.Patch). Recent games:
- Emperor diff, Large, 10 civs: I wiped out one civ early on in the game, no one hated me. I took a runaway's capital, with the tooltip saying that a lot of my neighbours would be "extremely upset" - nothing happened, no denouncements, friendliness and lucrative luxury trades ensued. Rinse and repeat, no one bats an eye as I conquer next civs.
- Immortal diff, Large, 12 civs: less space, but still no wars in 150 turns of playing. Even from super-aggressive civs like the Goths (modded). Accidentally declared war on a civ, another paid me to sign peace, the attacked civ wasn't upset at all after signing the peace treaty, lucrative trade ensued. It's as if absolutely nothing happened.

Previous version of the CommPatch had more reasonable approach to war and denouncements (civs disliked me because I took other cities and capitals, disliked me because of ideologies, different friendships, declared wars on me instead me on them, warmonger penalties were working, all as normal) and a wider variety of moods than Neutral and Friendly. I do hope this is going to be addressed in future updates to CP.

Seems like people doesn't really seem to understand the reasoning behind this, so I will explain. AFAIK while the (standard/expansive) AI is expanding, the AI is far less likely to build up an army to attack someone (expanding involves using hammers and gold on infrastructure as well as defense meaning there's less hammers left for soldiers). As long as the AI has room to expand, the AI will keep expanding, when the room runs out the AI will usually focus on other things including building an army (this of course excludes AI with specific goals, who will instead focus on them, they can be building wonders of trying to take capitals, getting ahead in science and whatever).
The reasoning why you're seeing less aggression in these later versions is because expansion was tuned down, meaning there is more room left for a longer period of time, this leads to the expansive AI not actually having to DOW people early on as there is plenty of land left to grab.
This being said, playing on smaller maps the AI is definitely still aggressive as all hell, on a small sized Oval map the map runs out of space in the classical era and you usually see a DoW at that point, especially if someone really expansive is in the game.

It does make sense on paper, but does not work in the game. One can breeze through a game on Normal-Large maps without ever seeing conflict between any civ, 80-90% of the time. I did not see wars in 8-18 version even when settling space ran out by the Renaissance. It was a terrifying stagnantion across the board. I, and most likely a lot of other players, do not appreciate that.
 
That seems kinda reasonable. But what I think is more of a problem is the fact that everybody are friendly towards everybody like in my game where 8 of the 9 civs were friendly with each other. That is just plain too much friendships anyway you slice it and the fact that I couldn't get either Babylon or Iroquois declare war on me even when I converted their cities, bought tiles near them after I promised not to and forward settling them very agressively. I think they should have not be giving me DoF after that regardless of which victory they are aiming for.

There are definitely some other hidden modifiers that's keeping the AI from being hostile towards you... might be your larger army or the fact that you're friendly with all the other civs in the game (so they would get negative modifiers from them for denouncing you), or your past positive actions make up for your current negative ones... or they're just being deceptively friendly. Rule of thumb, if the green modifiers "outweigh" the red ones, you're probably likely to stay at least neutral.

As for friendship "stalemates", those tend to evaporate by ideologies (I always thought it was smart to code them as being as negative a modifier as possible, since the player probably doesn't give a **** about their neighbors ideologies so it's up to the AI to shake things up). Though with the recent patch pushing their unlock further back, that's still a big chunk of the game where friendships are probably not going to change much.
 
do u rly think, that i came ask this question without read all comon ingame guidance?

and now it become even better. i CAN'T dig artifacts in another lands, but Pedro can dig next to my city? WTH? i even cant :) :) :) :):) :) :) :):) :) :) :):) :) :) :) of him through diplomatic screen. great. ok he will just get what he deserves few turn earlier than i mented. none will dig my beautifull artifags.

Was there a Brazilian worker on the plot?
 
Was there a Brazilian worker on the plot?

no. he just run into hearth of my territory and started dig. i dont wanna wait after he finish that so i can(maybe) shout him to stop do that.

when i send my arche to dig in greek teritory on to hidden antiquity(which they cant see) i dont have that button for launch dig.

also, its weird to me that possibility having two archeologist units of diferent civs on same hex. rly guys, i dont wanna complaint here, but its little annoying that player cant just concentrate on game itself, but have to think every turn about functionality of some features. i know its about assimilation with this huge mod, but some things are just weird how they are(at least in my game) and i dont think its due to bad instalation or whatever.
i accept that Pedro is just rude idiot who wanna die, but dont understand why i cant do same. why at least those unbreakable relationships cant work this way, that he will not dare dig my artifacts. what those pure green relationships are than. they even dont bring me more valuable deals, they cant help me eventhou i may be in def pact with them(bcoz another side pay them to let me die, just like they let greeks) they do anything.

also why i receiving random pop ups about bad security against enemy spies in capital, when i already have there spy(2 rank) and constabulary. still it reporting me some 8/10 dangerous, what i cant absolutely know where those numbers come from.

another thing-my spy was in honolulu for first time and his tech steal countdown was 265 turns, without any antispy building. that city has same population as capital of Brazil, where i already stole 2 techs in 65 turns. when i look into civpedia, i will find just comon vanilla info.
 
It does make sense on paper, but does not work in the game. One can breeze through a game on Normal-Large maps without ever seeing conflict between any civ, 80-90% of the time. I did not see wars in 8-18 version even when settling space ran out by the Renaissance. It was a terrifying stagnantion across the board. I, and most likely a lot of other players, do not appreciate that.

Might be different in the CP version, I'm seeing quite a bit of warfare in my games. Maybe less than a month ago, but definitely still something.
 
Might be different in the CP version, I'm seeing quite a bit of warfare in my games. Maybe less than a month ago, but definitely still something.

Base CP AI has definitely gotten too placid. Previous version had warmongery and aggression at well-balanced levels. Current version avoids any conflicts and is happy to trade for the entirety of the game, making it feel a bit too stagnant. Getting it back to previous version levels could potentially amend the situation, but I'm not sure what the implications for CBO would be.
 
no. he just run into hearth of my territory and started dig. i dont wanna wait after he finish that so i can(maybe) shout him to stop do that.

when i send my arche to dig in greek teritory on to hidden antiquity(which they cant see) i dont have that button for launch dig.

I meant when you were unable to dig in Brazilian lands...was there a worker already busy on the plot?
 
i wrote that i couldnt dig in greek lands and no, no unit no improvement, just marsh.
 
i wrote that i couldnt dig in greek lands and no, no unit no improvement, just marsh.

Sounds like either a mod-conflict or a botched install. Know someone else had that same problem some time ago. If you're doing a re-install, and I recommend it, delete your Cache and ModUserData folders.
 
actually i have more minor problems in my recent game.no other mods used, reinstaled maybe 3x till now but i never deleted moduserdata, cache is cleaned automaticaly.will try that when i get on main pc
 
I also have had the "unable to dig for artifacts in foreign territory" issue from the very beginning I started playing this mod. 7 versions later and it's still there. Think I reported it once on github and got the response "unable to replicate". Eventually I gave up and now live with it. Doubt that I have a bad install since everything else works fine. I still bet this is a legit bug but comes up in certain conditions only
 
i wrote that i couldnt dig in greek lands and no, no unit no improvement, just marsh.

You're right, sorry about that. Just checking because my last game I had one random antiquity site that 'must be constructed in owned territory' or whatever, but I realized there was a worker presumably busy on the plot already and assumed that was why. Although...

I also have had the "unable to dig for artifacts in foreign territory" issue from the very beginning I started playing this mod. 7 versions later and it's still there. Think I reported it once on github and got the response "unable to replicate". Eventually I gave up and now live with it. Doubt that I have a bad install since everything else works fine. I still bet this is a legit bug but comes up in certain conditions only

Does this only occur with random sites, or is it pretty consistent when it pops up for you in a game?
 
thats what i dont like about this mod u know. here civs can rly keep up in everything and i just run with archeologist for maybe 5 turns onto hidden antiquity(yep it was hidden not comon spot) with promise of culture boost(which is also not sure but still worth to risk) and than i cant dig. than i said ok, so they at least cant dig in my lands and after 2 turns i see brazilian bastard dig one hex next to my city and is no way to block him bcoz even two archeologists can be on same tile. also i tried send(just for research) my worker to build farm on antiquity site(still not diged) and no action was able for him. than how i can block my and defend my sites when i already have open borders with them?
 
Does this only occur with random sites, or is it pretty consistent when it pops up for you in a game?

On regular sites. Haven't tried hidden sites. It does work in CS territory but never in AI lands. No error message; but dig option doesn't come up. I posted screenshots on GitHub before.
 
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