New Version - May 20th (5/20)

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Thanks for patch. I don't understand the sudden Epic tech speed adjustment so I will probably make it less drastic in my game, but the rest's okay for me.
 
@Gazebo goddess of nature might be broken.
Spoiler :
goddess of nature.jpg

goddess of nature2.jpg
 
The Inca were insane with that Goddess of Nature bug. They had an enhanced religion and spread to 22 cities before anyone else founded a 2nd religion!
 
When ? Here is 20 :38 :sleep:. I want to start new game.....:rolleyes:
I am waiting too, but it is not fair to ask hotfix as soon as possible. VP team made a great work in this version, many code was changed on GitHub.
And last commit was an hour ago on GitHub, so I think when Gazebo will have a free minute(30 minutes!) he will merge fixes and release update.
 
Hotfix for Goddess of Nature yields fixed and a hotfix for under-city tile yields. Savegame compatible. Link in OP still works for it (5-20-1 installer).

Thanks for the new release!
Is there anywhere you've elaborated on the 'major performance improvements'? Curious.

There were a bunch of github threads on it, but here's the gist:
  1. Performance improvements for plot yield calculations, specifically excessive calls to recalculate plot yields if they haven't changed (or if ownership is the same). Also fixed a bunch of double/triple calls for calculations within the city citizen AI routines
  2. Performance improvements for the tacticalAI, specifically the caches that manage aura abilities
There are more, but these are the ones with the biggest immediate impact.

He explained it that way in the 5-20 patch discussion already but its misleading. There is no "optimal" corridor with population size.
Its simply: More cities = less happiness and More population = more happines, for every luxury.
Even he declines it, its definitly an advantage for taller play, cause more cities leads to less growth of the settler producing cities. But the biggest impact should have imported luxuries, which didnt get divided that much by city divisor.

So you know better than I do how a system works before you've even seen it? Rad. I'll call before I go buy any lottery tickets.

G
 
Hotfix for Goddess of Nature yields fixed and a hotfix for under-city tile yields. Savegame compatible. Link in OP still works for it (5-20-1 installer).



There were a bunch of github threads on it, but here's the gist:
  1. Performance improvements for plot yield calculations, specifically excessive calls to recalculate plot yields if they haven't changed (or if ownership is the same). Also fixed a bunch of double/triple calls for calculations within the city citizen AI routines
  2. Performance improvements for the tacticalAI, specifically the caches that manage aura abilities
There are more, but these are the ones with the biggest immediate impact.



So you know better than I do how a system works before you've even seen it? Rad. I'll call before I go buy any lottery tickets.

G

Firaxis spends months to fix simple bugs.

You fix it in only a few hours.

I really appreciate that, thank you :)
 
@LoneGazebo,
Thanks for taking the fodder here. This is why I stick to GitHub. There, we get s*** done.
 
So you know better than I do how a system works before you've even seen it? Rad. I'll call before I go buy any lottery tickets.
Would you say that the logic behind it is wrong?

No matter.
Iam seeing a lot of culture/science process in the AI cities, some in king difficulty, but a lot in emperor difficulty (and obviosly there will be lot more in higher difficulties).
Could you maybe think about the possibility to reduce the percentage of conversion rate from hammer to culture/science/gold?
And maybe increase those conversion rates back to normal (or a bit lower) over the lenght of the game? (and maybe by a social policy, like industry finisher or order).
In most cases the only beneficiary of those processes are AI, cause they finish everything faster than human and then get science and culture, the human can often hardly compete.
I think those processes are also one of the main reasons for the happiness issues some people have, cause those processes raises the median of science/culture artificially.
Would like to know your thoughts about my thoughts. :)
 
Would you say that the logic behind it is wrong?

No matter.
Iam seeing a lot of culture/science process in the AI cities, some in king difficulty, but a lot in emperor difficulty (and obviosly there will be lot more in higher difficulties).
Could you maybe think about the possibility to reduce the percentage of conversion rate from hammer to culture/science/gold?
And maybe increase those conversion rates back to normal (or a bit lower) over the lenght of the game? (and maybe by a social policy, like industry finisher or order).
In most cases the only beneficiary of those processes are AI, cause they finish everything faster than human and then get science and culture, the human can often hardly compete.
I think those processes are also one of the main reasons for the happiness issues some people have, cause those processes raises the median of science/culture artificially.
Would like to know your thoughts about my thoughts. :)

It’s an interesting theory. Is there anything in the logs that shows what the AI is building, so we could determine how much time an AI spends on “processes”
 
Would you say that the logic behind it is wrong?

No matter.
Iam seeing a lot of culture/science process in the AI cities, some in king difficulty, but a lot in emperor difficulty (and obviosly there will be lot more in higher difficulties).
Could you maybe think about the possibility to reduce the percentage of conversion rate from hammer to culture/science/gold?
And maybe increase those conversion rates back to normal (or a bit lower) over the lenght of the game? (and maybe by a social policy, like industry finisher or order).
In most cases the only beneficiary of those processes are AI, cause they finish everything faster than human and then get science and culture, the human can often hardly compete.
I think those processes are also one of the main reasons for the happiness issues some people have, cause those processes raises the median of science/culture artificially.
Would like to know your thoughts about my thoughts. :)

I would, yes, as you're discounting the fact that a wide empire is much more likely to collect luxuries and monopolies, thus the number of luxuries being multiplied by the pop/city factor is higher. A tall civ will need to trade to get those things, so they'll either get hit by GPT relative to wide (a problem for small empires) or have very large population ranks to achieve with a few cities (thus hitting a limit from growth). No lies, it's honestly very well centered for thick play.

Re: processes, I run hundreds of AI games, and I rarely see processes - if I do, they'll run it for a turn or two in-between builds or near the end of the game (when they've run out of things to build).

It’s an interesting theory. Is there anything in the logs that shows what the AI is building, so we could determine how much time an AI spends on “processes”

CityProductionAIlog.
G
 
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