I'd like to see list, which civics accord. My stability sometimes is really critical, about -35 all together. I can balance it a bit with courthouses an d manor houses, but one revolution or something and my cities declare their independence
Maybe it's just me, but the AI settling logic seems to have gotten a lot worse, not better, with the new code. The Burgundians and French have adopted ICS as their settling strategy in a new start I just rolled as the Cordobans.
Also, there's a huge bug in the Cordoban UHV: I lost the third UHV condition some time before 950 even though it's not supposed to trigger until 1490.
ICS = *tries to find the 200 pages long Vanilla manual* --> Infinite City Sprawl, the tactic of packing cities as close to each other as possible; this was a common tactic in previous versions of Civilization. Amiens, Paris, Avrances and Caen; Dijon and Geneve and another city that is only visible on the mini-map; Frankfurt, Mannheim and Rothenfurt are much too close to each other. It seems that the civs in eastern Europe do a much better job, although I can't judge that right from that picture. Also, I have the feeling that the tweaks haven't made the AI worse (since each city has on it's own a good deal of resources), but that there is no corporation between the cities. 3Miro, if you want to, could you please share us what you've tweaked?
Well, I love whatever tweaks you've made to the AI. Playing as Emperor with Portugal, the AI was so nice to me that I was given Civil Service by Burgundy and Optics by France. (Maybe the fact that I basically did the Reconquista helped) Keep them coming.
- Increased the AI danger awareness range, the AI should no longer lose Workers to Skirmishers and Horse Archers (as often)
2 times Burgund moved workers close to a pillaging guisarme; on the iron near Dijon with many defensive troops in Dijon my guisarme would never have killed in forest/hill.
I hope everyone realizes how hard tweaking the AI is. Supposedly, the AI checks if a tile is in danger by an enemy unit and then moves the workers away form that tile. In Civ IV and RFC the radius is 2, in RFCE now the radius is 3. The workers used to be helpless against movement 3 units. I don't know why isn't always working, I will have to do more digging. A savegame right before the AI misbehaves will be nice.
The city cluster: when the AI evaluates a city placement location, it thinks about the tiles it can possibly work (in the Big Fat Cross). If a number of tiles is already taken by another city/civilization, the AI doesn't settle there. The default value for RFC is 2/3 of a BFC and in Civ IV is something like 1/3. We used 1/3 as the default for RFCE because of the larger territory, however, it worked against some civs.
1/3 for Bulgaria is very bad, there is very little good land and Bulgaria doesn't settle more than 3 - 4 cities, with 2/3 they have 5 - 6 and are strong enough to challenge Byzantium at least for Adrianopolis. 2/3 seemed to help Spain too, since they are also squeezed by the Cordoban culture.
On the other hand 1/3 helped Venice settle not right off the starting location, but lower at Zara (which is a much better spot).
I thought it might help others, such as France, Germany and England. If 2/3 doesn't work for those nations, I can put them back to 1/3 (spread out).
Spreading out for Moscow and Kiev makes sense, so I did not change those.
1. The Scottish/Welsh barbarians probably should be toned down. In my last Portuguese game, the English were killed fairly soon after their spawn by the numerous barbs, which helped me (because other than France and Spain they were the only one with Atlantic access)
2. Can we give the colonizing civs like Genoa, Venice, Spain, Portugal, England and Spain free harbors after Astronomy is discovered? It would help a lot (especially in emperor mode)
3. Arabia tends to collapse a lot which makes Turkey get cities with Orthodox Christianity. There were absolutely no Crusades in my game because Arabia has already collapsed by the time I spawn and never did respawn. I'm sure they died because of the numerous barbs. Another reason to tone down the barbs...
I'm playing emperor. From my last Arabian emperor game, there were about 24 Seljuks and about 12 Mongols coming from northeastern Asia Minor. The former could be easily killed by defending spearmen, the latter needed arbalests.
The free harbors I think would be useful for quickly growth of the island colonies (Crete, Azores, Sicily included).
Also, the 10% decrease in tech makes emperor impossible for some civs (England is especially glaringly impossible, with Scientific Method costing well over 30000 beakers).
I'm playing emperor. From my last Arabian emperor game, there were about 24 Seljuks and about 12 Mongols coming from northeastern Asia Minor. The former could be easily killed by defending spearmen, the latter needed arbalests.
The free harbors I think would be useful for quickly growth of the island colonies (Crete, Azores, Sicily included).
Also, the 10% decrease in tech makes emperor impossible for some civs (England is especially glaringly impossible, with Scientific Method costing well over 30000 beakers).
The amount of the barbs and naturally the tech cost depends on the difficulty level. We try to balance everything for Monarch and just like RFC, not every nation will be possible to get UHV. I can nerf the Monarch vs Emperor tech penalty, this will make all techs cheaper under Emperor.
About the 3rd Cordoban UHV:
It fails right after u end ur first turn, cause i think the if check in python is wrong. It checks for the year AND the conditions in one if case, so if either one isn't done the UHV will be set to failed. And this happen in ur very first turn cause the if returns false.
About the 3rd Cordoban UHV:
It fails right after u end ur first turn, cause i think the if check in python is wrong. It checks for the year AND the conditions in one if case, so if either one isn't done the UHV will be set to failed. And this happen in ur very first turn cause the if returns false.
Just to confirm. I just had the same thing. The 3rd Cordoban UHV doesn't register. It just says NO in 1491.
I've included the saved game for 1488 below.
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