RFC Europe: Small bugs/fixes

Is it alright the bonusses of the warehouse, brewery, luxury store and weaver are +10% (bonus like :gold: or :culture:) per resource? I think it should go back to 5% per resource. Or you will get about +60% :gold:, +20% (with colonies +60%) :culture: and +50% :commerce: each city.
 
Is it alright the bonusses of the warehouse, brewery, luxury store and weaver are +10% (bonus like :gold: or :culture:) per resource? I think it should go back to 5% per resource. Or you will get about +60% :gold:, +20% (with colonies +60%) :culture: and +50% :commerce: each city.

Good question (this is in the latest SVN version, in case people are wondering what the heck we're talking about). The problem was that at 5%, the AI was NEVER building the above listed buildings (see my question in http://forums.civfanatics.com/showthread.php?t=341521). The AI does build them at 10%. There are other ways to deal with this -- changing the AI valuation formula or making the buildings cheaper, but just making the buildings give a bit more "bang-for-the-buck" was worth testing.

The real question is -- are these buildings valued correctly? Does the cost match the benefits? I assume more people have experience playing with the relatively early brewery and weaver than with the other ones. Are these buildings worth the cost at 5%? 5% :gold: may not be a lot when your economy is in good shape (:science: above 70%).
 
Good question (this is in the latest SVN version, in case people are wondering what the heck we're talking about). The problem was that at 5%, the AI was NEVER building the above listed buildings (see my question in http://forums.civfanatics.com/showthread.php?t=341521). The AI does build them at 10%. There are other ways to deal with this -- changing the AI valuation formula or making the buildings cheaper, but just making the buildings give a bit more "bang-for-the-buck" was worth testing.

The real question is -- are these buildings valued correctly? Does the cost match the benefits? I assume more people have experience playing with the relatively early brewery and weaver than with the other ones. Are these buildings worth the cost at 5%? 5% :gold: may not be a lot when your economy is in good shape (:science: above 70%).

Is it possible to code the AI wants to build them with the lower bonusses? You're right +5%:gold: isn't very important. But because their ar enough resources all over the map you easily get +30% or more in all you're cities. This means you can change your science-input from 60% to 70% or maybe 80%. Then it is useful. And with the warehouse, you'll get commerce. If you have 5 resources, you'll get +50% :commerce:. If you have 70% science-input, you're input will increase by 30%. IMO that's too much.
 
Is it possible to code the AI wants to build them with the lower bonusses? You're right +5%:gold: isn't very important. But because their ar enough resources all over the map you easily get +30% or more in all you're cities. This means you can change your science-input from 60% to 70% or maybe 80%. Then it is useful. And with the warehouse, you'll get commerce. If you have 5 resources, you'll get +50% :commerce:. If you have 70% science-input, you're input will increase by 30%. IMO that's too much.

I think I forgot that the warehouse was giving :commerce: not :gold:. You're probably right that that one should go back to 5%. It comes so late that my tests to see if the AI was building buildings was probably not conclusive.
 
I think I forgot that the warehouse was giving :commerce: not :gold:. You're probably right that that one should go back to 5%. It comes so late that my tests to see if the AI was building buildings was probably not conclusive.

If the AI is not building those things, then other buildings are taking priorities. IIRC the AI doesn't compare units to buildings, it builds one or the other depending on factors such as war and economy. If the AI is building other buildings, we should perhaps look at those as well.
 
Some Venice starting civics are annulled after their first turn because they don't have the requisite technologies for Bureaucracy etc.
 
Thanks. I think the same problem exists for Genoa. I'll have to change starting civics a bit.

Did you sync the WB file starting civics with the ones from Python's RFCEBalance.py. Civics set in RFCEBalance.py as UP will remove the tech prerequisite for the specified civ.
 
Did you sync the WB file starting civics with the ones from Python's RFCEBalance.py. Civics set in RFCEBalance.py as UP will remove the tech prerequisite for the specified civ.

No... I didn't really want to give other civs more Unique Powers, I was just not careful when assigning initial civics to make them match up with starting techs.
 
No... I didn't really want to give other civs more Unique Powers, I was just not careful when assigning initial civics to make them match up with starting techs.

Just to note that it is not a problem to do so. All UP can be set to each civ independently.
 
I'm not sure what's up with this. It didn't crash my game or anything, but I thought I'd post it.
 

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I'm not sure what's up with this. It didn't crash my game or anything, but I thought I'd post it.

Unfortunately the resurrection code remains problematic since it is so called randomly and hence hard to debug.

I will fix that, but could you please post a savegame from couple of turns before that happened (autosave would do).
 
Unfortunately the resurrection code remains problematic since it is so called randomly and hence hard to debug.

I will fix that, but could you please post a savegame from couple of turns before that happened (autosave would do).

Here is the save file. I wasn't sure if you needed more time than the turn directly before, so I attached two just to be safe.
 

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Great Mod and kudos to everyone who put this together.

I successfully played games with Bulgaria, France, Spain, Cordoba and the Arabs, but I'm having a problem with the UHV for Venice.

I just conquered Rhodes and the dye on the island triggers the last two conditions for victory. However, the first condition is never triggered; even if I keep playing until 1420 AD. Looking at the map in the reference folder I think Tirana is considered a part of Greece and not Dalmatia, so it should be OK that Tirana is Bulgar. I own Athens and Thessaloniki which is above the one Greek City requirement and I have two cities in Crete and one city in Cyprus. Ottomans and Byzantine's each own a Greek City of their own, but I don't think that should be a problem.

I'd like to know why the first UHV isn't triggering, be it my fault or a bug.
 

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Great Mod and kudos to everyone who put this together.

I successfully played games with Bulgaria, France, Spain, Cordoba and the Arabs, but I'm having a problem with the UHV for Venice.

I just conquered Rhodes and the dye on the island triggers the last two conditions for victory. However, the first condition is never triggered; even if I keep playing until 1420 AD. Looking at the map in the reference folder I think Tirana is considered a part of Greece and not Dalmatia, so it should be OK that Tirana is Bulgar. I own Athens and Thessaloniki which is above the one Greek City requirement and I have two cities in Crete and one city in Cyprus. Ottomans and Byzantine's each own a Greek City of their own, but I don't think that should be a problem.

I'd like to know why the first UHV isn't triggering, be it my fault or a bug.

Tirana is in Albania, which is definitely part of the Dalmatian coast. It is pretty much on the border of it, only 3-4 tiles below are counted, you can check the maps in the reference folder.
 
I started a new game as Venice and was able to enter the mud right next to the city with military units. Is that a bug? If not, why would you allow that?
 

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I started a new game as Venice and was able to enter the mud right next to the city with military units. Is that a bug? If not, why would you allow that?

That is intended.
Isn't it obvious why? :lol:
Makes the city unconquerable by land.

Edit: and for whatever reason, the AI hardly ever loads units into transports. So this way the city isn't an unaccesible island for the venetian AI.
 
JediClemente said:
Edit: and for whatever reason, the AI hardly ever loads units into transports. So this way the city isn't an unaccesible island for the venetian AI.

Woops, didn't think of that. :blush: Thank you, now i can continue without feeling like I'm cheating.
 
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