RFC Classical World

Weird bug as Bactria on a tile :

Spoiler :
civ4screenshot0125.jpg
 
I got the same thing but I was able to WB it out. I'll see if I can find out whats doing it.

edit: got it, fixed now
 
Done with Bactria, Monarch difficulty.

It was more hard than Judah, have great engineer (hurry royal mint) and another great person (golden age) is the key. But... I collapsed one time... :( In about 35AD. Barbs are a real threat in the north, I like it. As you can see, very close victory !

Spoiler :
civ4screenshot0127.jpg
 
No, actually it's a graphical bug I have with CIV IV... It's a heratoi (the one from the start, very important to keep it alive and get XP with it). Sometimes I have the right graphics of the unit, sometimes not. :(
 
possibly. I want to try to figure out exactly whats going on 1st. I'm playing the Romans now.

also, after reading about the Seleucids receiving elephants in their trade/tribute relations with Indian kingdoms, I removed the Ivory near Parsa.
 
Could an extra elephant be added to India, to make them more willing to trade it away?
 
maybe. there are a couple that are in bad spots actually that could be moved. 1 is just out of range of Pratishthana and one sort of near Kalinga.
 
possibly. I want to try to figure out exactly whats going on 1st. I'm playing the Romans now.

also, after reading about the Seleucids receiving elephants in their trade/tribute relations with Indian kingdoms, I removed the Ivory near Parsa.
Yes, the Maurya have traded elephants for the Indian seleucids province. Will you code that or just move out the Elephants ?
 
well I don't know if I'll keep it but for now if you gift an Indian city to an Indian civ that has Ivory they will give you some elephants. it also signs open borders so you can't just take the city back. I may have to add something so you can only do it once.

the collapseToCore is a bit different now. the collapsing civ no longer keeps a random city outside its core and there are riots in the core cities but stability is reset.

I think I fixed a problem causing the defenders in indy Taxila to be constantly disbanded after spawning, so the Bactrians will be a bit tougher. that means I may give them another starting unit.
 
I'd like to change some of the more generic UHVs like "control these provinces by this date". I think for the Judeans I'm going to go with "have open borders with all civs that have Judaism in their cities". if anyone has any other ideas, please suggest them.

I think I will also switch the Parthians and Kushans conquest goals. Parthia will get the land percentage, Kushans the worlds biggest empire. I find there isn't much competition for the Parthians in 50BC, but by the Kushans time Rome and Han should both be large.
 
I think that is a good idea. As soon as I come up with ideas I'll post them here. Rigth now I can't think of anything, I should playtest some more. Currently, Romans are up. Things are going pretty well, this time I went for the Greek independent cities first, and ferried a second wave of Legionairs to Egypt who quickly took over Cyrene, Alexandria and Diospolis.

Workers costs are getting slightly out of hand though. They are expensive, but they can be stolen from other civs or independents. It is weird though that they cost more than a settler. Especially compared to for example a Legionair their cost seem somewhat off. It is more profitable to build a stack of Legionairs, attack a random civ Scouting for girls workers and take some cities on the way which you have to do anyway.
 
I made workers more expensive because the AI in general and Seleucids in particular just built so many of them. I never build them myself because as you said its easier to capture them and I usually find the starting workers are enough. I guess I will make them cheaper again and try to deal with the abundance in some other way.
 
Have an idea to improve Rome AI, from what i've seen for non playable Seljuk in Doc : when Rome declare war on a civ, their free units spawn not at random locations, but near specifics towns. And increase agressivity versus Carthage. For the war against this civ, the Roman units spawn is split in Hispania and in Africa. Against Seleucids, in Asia Minor. And so on.
 
I'm not sure if this works, but it might be a solution to the worker problem. Instead of making the worker more expansive with the modifiers, make them more expansive in the CIV4UnitInfos.xml . IIRC, the AI don't care about the the modifiers. But they do look at the general costs of an unit.

Example:
Unit A costs 60 :hammers: in the XML. With a modifier of 2x they are 120 :hammers: in the game.
Unit B costs also 60 :hammers: in the XML, but with a modifier of 3x. So it is 180 :hammers: ingame.
For the human player, Unit B is obviously more expansive, but the AI doesn't understand that and thinks both units are equally expensive, as in only looks at the costs in the XML.

Wenn the worker is more expensive to the AI, it won't build as much, because it thinks that the workers are too expensive.

Spoiler :
I'm not 100% sure about this. What I said above could be 100% rubbish.
 
The AI usually takes actual costs into account, as long as they're not badly hardcoded somewhere.

The easiest solution to for the worker problem is to make the AI value UNITAI_WORKER less.
 
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