New Version - October 9th (10/9)

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more spies can help you at some point, but certainly not with technologies in this stage of game

and tbh, this same problem can also have statecraft with its forbidden palace. and i dont know why rationalism seems to people underperforming. to me it seems a rly good. +5 science for every strategic resource(playing on communitas benefits this a lot), +2c and +3s for villages makes them more worth to work even out of roads.. benefits for specialists are already in place and well done in my opinion and those upper policies are not that strong in same cases, but still worth fullfill whole branch. to me Empire state building doesnt seem a chood choice. Better would be replace Porcelain tower to another tech?

The Porcelain Tower needs to be a Renaissance building for the sake of historical plausibility.
 
I have only played one game on this newest version (Austria authority/patronage Emperor Standard pangaea) but it seems like the AIs were much more willing to go to war with one another rather than zoom way ahead and making DoFs all around. One data point is not enough, I know, and Monty+Genghis were in the game so they created a lot of conflict.

I think the AI assessment of when to go for peace was mysterious. I had an early raid-war against Pocatello to steal a couple of workers, and he made peace just fine after a while. However, in the real wars of conquest in the mid and lategame, the AIs simply wouldn't peace out, at least with me directly. I didn't try for peace-deals through their friends. However, I kept Ethiopia and Maya on 1 crappy 4-pop city apiece each with only ~3 units (compared to my ~15 cities and huge armies) and they simply would not take peace, much less capitulation. I was declared on by Mongolia, so I didn't have time to see if waiting a billion turns would finally allow a peace deal. I literally had to take every city from every AI for peace (except for the last couple where I gunned for the capitols).

This game felt way way way easier than normal, I think mostly because the AIs were slowing one another down with wars. Normally the AIs are way more peaceful than this, and I am unable to pay them to war one another because of the infinite circle of friendship. This time, they did not rocket ahead of me in science, pop (well, a little, but I no more than to be expected when running mines and unit production in my cities over building up) and policies the way they normally do. I spent turns 165 to 240 pretty much only making units (I don't even have aqueducts) but I'm still neck and neck with the AIs on science/culture. For comparison, on the last version of the mod I had a game as Rome (also authority emperor pangaea) where I had a single war against Austria, and by the time I was done (~turn 165 standard), wonder-spamming Netherlands were ahead by 9 policies and about 15 techs (I tried to war them and got murdered by their infinitely superior combat strength, great wall, and himeji).

So I'm glad of the increased AI-on-AI war (though that may have just been Monty and Genghis causing it) but disappointed the AIs were adamant that they were never ready for peace or capitulation in the face of total annihilation.
 
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on this matter i want say, that i dont like how those warlike-unfriendly civs works. for example zulus, they will for sure fight with their neigbours but are absolutely unwilling to make DoF with civ miles away and than, ofc they are rly bottom in techs. even those who are loosing to them in war can keep better in techs bcoz of DoFs with other and research agreements. i rly would gladly see a change in this. bcoz those pure warmongers like Zulus, Songhai etc in hands of AI are not rly a threat. much more worse are those like Ottomans which,even AI can time war better and is not headless in diplomacy.
 
That's more about the specific leaders rather than the AI itself... If you want them to behave differently, enact the random personalities option.
 
yes it is about specific leaders and switch to random doesnt solve the problem with those hostile personalities. i want have warmongers competitive and dangerous and not have them undeveloped and backward.
 
So...are there any special hoops to jump through to get events to work? Anything change on that front recently?

I had events stop working in my last long game, and now none seem to fire except the event on city founding. I deleted my whole mod folder and reinstalled cbp...that didn't seem to help. I'm using really advanced setup and checking the box to enable events. Always worked before...

I'm currently reinstalling the base game just in case, but is there some new box I need to check or sql I need to alter?
 
Hmm so just wrapped up my standard speed emperor HB-pangaea game I was talking about 3 posts ago. A coupe of weird things:

1) I was unable to found my own religion, though I did get the healing pantheon, which has served me very well. That said, I took over the holy city Catholicism around turn 220 or so, and decided it was good enough to spread to my own cities intentionally. However, despite having spread it to almost every city, and having control of every holy city on the map, I still don't have a state religion? Is there something special besides having the holy city and a majority of ones cities converted, or is this unexpected behavior? I still got the founder bonuses triggering, but I am not appearing as having a state religion.
http://i.imgur.com/QcSatZm.png and http://i.imgur.com/gbLFLhu.png

2) After crushing Ethiopia and Mongolia, they refused peace until I wiped them out entirely. As an experiment, I left Monty crippled but alive and still at war with me, to see if he would ever make peace. He's been last in all demos for a long time now, has only 2 very sad cities, but he is still completely unwilling to negotiate. Monty and I have been at war for probably about 75 turns, most of which have been with me totally ignoring him because I have already taken most of his cities and cap...and that is a long time at this stage of the game. Enough for me to conquer the entire rest of the map.
http://i.imgur.com/iP82YSc.jpg and http://i.imgur.com/YGs6wS4.jpg
3) I finally got somewhere with Patronage this game...because no AI took it. I've tried it 5 other times now, always with horrible failure because the AIs are all about taking your CS pals. Maybe I'm doing something wrong, but on emp/immortal I've never been able to maintain more than ~2-3 allies with full patronage in games (with today's exception).

4) I stayed even with AIs in culture and science this time despite producing only units for over a hundred turns in my non-puppeted cities and spending most of the game unhappy. In prior versions on Emperor (across ~16 games), I've fallen way way way behind in culture+growth, and somewhat in science (at least before taking over. I wonder if this game went so well just because Monty and Genghis were in the middle of the map making trouble and causing AIs to waste production on war. In prior games on previous versions of the mod, by turn 260 (which this is) the AI has generally been about 10 policies ahead of me. Did something balance-wise change? Is it just the AI war/peace assessment changes? Because normally they are mostly friendly with one another for long periods and then zoom far ahead of me in culture/pop especially. This game I kept my cities very small for a long time working hammers to pump out units, but still didn't fall behind.
 
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The Porcelain Tower needs to be a Renaissance building for the sake of historical plausibility.

I was going to complain but then I remembered the Renaissance-Policy branches were moved to Industrial.
 
First let me all thank for your efforts creating this great mod! Thanks!:)

Sadly I have a UI problem with the actual Version. After installing full version with EUI via installer I got this when starting a new game:

"Unable to load civilopediatopbuttoncorporations.dds"

Generally the game works, but the corporationsbutton in civilopedia is a red dot and I only see links to TXT-keys where the unhappiness screen should be (TXT_KEY_EO_CITY_LOCAL_UNHAPPINESS) + 4 other txt-keys.

Any ideas? I cleared the cache and remove the UI_bc1 folder in DLC, before reinstalling. Issue remains.

Thanks
 
I too (like krazyhades) found that making peace with AIs is almost impossible. Sometimes they ask for peace but most times I have to wipe them out completely to end a war.

Often times I end up with the AI beaten in a war, left with 2 cities, no armies against my vast army and lots of cities, warscore at 100 and peace is impossible, let alone capitulation. I think someone needs to look into this.

The AI should recognize that its loosing the war and to avoid extermination it needs to be open for peace.
 
A quick post to thank you for what's an amazing work - this is an incredible mod (well, mod collection I guess). I installed it with the beta a few days ago and it makes the game much better in so many ways (especially the non-******ed AI) it's hard to believe. It also works perfectly through wine (I play on Linux). Thanks a lot !
 
I too (like krazyhades) found that making peace with AIs is almost impossible. Sometimes they ask for peace but most times I have to wipe them out completely to end a war.

Often times I end up with the AI beaten in a war, left with 2 cities, no armies against my vast army and lots of cities, warscore at 100 and peace is impossible, let alone capitulation. I think someone needs to look into this.

The AI should recognize that its loosing the war and to avoid extermination it needs to be open for peace.

I was under the impression that 9-30 was supposed to address this issue already?
 
I was under the impression that 9-30 was supposed to address this issue already?

Well what can i say, im playing 9-30 ... rather, was, moved to latest 10-something (idk how these version numbers are supposed to work :)). I was having that issue in my 9-30 game. You just cant make peace with the AI directly, you either hope for them to ask for it or wipe them out (havent tried going through other ais ...)

The warscore in those cases is just meaningless.
 
Well what can i say, im playing 9-30 ... rather, was, moved to latest 10-something (idk how these version numbers are supposed to work :)). I was having that issue in my 9-30 game. You just cant make peace with the AI directly, you either hope for them to ask for it or wipe them out (havent tried going through other ais ...)

The warscore in those cases is just meaningless.

I had the same experience. The AI Lost their capital, had 2 cities left. As I was about to take one, it did try to negotiate peace and capitulate (perfect). But I said no because I wan ted one of his 2 cities. One his last city, with a war score of 100, he would not accept peace so I had to wipe him out.
 
Well what can i say, im playing 9-30 ... rather, was, moved to latest 10-something (idk how these version numbers are supposed to work :)). I was having that issue in my 9-30 game. You just cant make peace with the AI directly, you either hope for them to ask for it or wipe them out (havent tried going through other ais ...)

The warscore in those cases is just meaningless.
Was just about to start a game with this version, found this. Pretty big turndown.
 
I too (like krazyhades) found that making peace with AIs is almost impossible. Sometimes they ask for peace but most times I have to wipe them out completely to end a war.

Often times I end up with the AI beaten in a war, left with 2 cities, no armies against my vast army and lots of cities, warscore at 100 and peace is impossible, let alone capitulation. I think someone needs to look into this.

The AI should recognize that its loosing the war and to avoid extermination it needs to be open for peace.

I was under the impression that 9-30 was supposed to address this issue already?

Well what can i say, im playing 9-30 ... rather, was, moved to latest 10-something (idk how these version numbers are supposed to work :)). I was having that issue in my 9-30 game. You just cant make peace with the AI directly, you either hope for them to ask for it or wipe them out (havent tried going through other ais ...)

The warscore in those cases is just meaningless.

I had the same experience. The AI Lost their capital, had 2 cities left. As I was about to take one, it did try to negotiate peace and capitulate (perfect). But I said no because I wan ted one of his 2 cities. One his last city, with a war score of 100, he would not accept peace so I had to wipe him out.

I appreciate the feedback as always, but if you feel that there is a bug you MUST report it to github. Save-games and logs are essential.


Was just about to start a game with this version, found this. Pretty big turndown.

Sorry, but I'm getting really tired of the 'oh, there's a single bug? Nevermind.' posts from users. Nothing against you, but statements like this are not helpful.
 
There's a thread out there that explains the reasoning behind why the AI won't accept peace deals.. I don't have the link but it directly addresses situations like the ones quoted here, like "don't accept within x turns of losing a city" etc
 
Sorry, but I'm getting really tired of the 'oh, there's a single bug? Nevermind.' posts from users. Nothing against you, but statements like this are not helpful.

It's a national sport in my country to complain about everything and do nothing to solve it. I'd just like to complain about it.

Seriously, most people just like to comment but aren't interested in commiting themselves to debugging. I am not interested in debugging myself. Just keep calm and copy paste 'Please report on Github so we can do something about it'. :goodwork:
 
There's a thread out there that explains the reasoning behind why the AI won't accept peace deals.. I don't have the link but it directly addresses situations like the ones quoted here, like "don't accept within x turns of losing a city" etc

Indeed, and some civilizations would rather die than accept peace. This is by design. I honestly don't believe that the reports noted above are bugs, but rather simply misunderstandings of peace mechanics.
 
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