Now that I'm later into the antiquity age, I am seeing the exact same thingin my game. Everyone is 2 over the cap which is great but Catherine is **4** over the cap with zero happiness and unhappy/angry towns ...
I'm getting close to what feels like a release of the next version. In the next 10-15 minutes I will run more autoplays on twitch.
If they go well, I will release v 1.0.8
Sorry, no.Do you have an estimate for when you'll be able to release it?
I wanted to start a new game but I'm not sure whether I want to wait for the new version or play with the old one.
If you don't answer within an hour or two (I imagine you went to bed sometime shortly after the message I quoted) I'll just assume I'm better off downloading the old version for my next game.
This time her gamble did pay off, she turned it around big time in exploration age and is scaling bigly, she has a ~100 lead in culture and science, and her happiness problems are a thing of the past. She wasn't so lucky the last 2 tries at this XD
I'm getting close to what feels like a release of the next version. In the next 10-15 minutes I will run more autoplays on twitch.
If they go well, I will release v 1.0.8
Yes I agree, 1-2 over the cap seems to be optimal for long term and 3-4 in short term (while waiting for settlement cap bonuses) and >4 very occasional short term (eg captured city). For antiquity at least.This is what I often see. The AI that go over the cap end up leading the game.
I understand it looks wrong, especially with the way Civilization 7 tells you to play. I am only concerned about putting the AI in the best chances to succeed within the rules.
All evidence I've seen from in game action is, going aggressively over the cap is better for the AI.
Even having every city revolting and unhappy, is a net benefit. I know it doesn't make sense. The evidence all says the same thing. I see no reason to change it.
This is what I often see. The AI that go over the cap end up leading the game.
I understand it looks wrong, especially with the way Civilization 7 tells you to play. I am only concerned about putting the AI in the best chances to succeed within the rules.
All evidence I've seen from in game action is, going aggressively over the cap is better for the AI.
Even having every city revolting and unhappy, is a net benefit. I know it doesn't make sense. The evidence all says the same thing. I see no reason to change it.
@notque will you be streaming Today? I found these autoplays fun to watch, especially when you see a progress in AI behaviour![]()
I don’t use mementos since it is in direct contradiction with making AI better at Deity by giving bonuses lolEverything else outside of the City Attack tree I have working better. I must get the City Attack tree working. That is the major revelation that I require to release the next version.
Because that will be a wow moment for people. And I would like my AI children to defeat these cheating humans who use momentos my ai children don't have access to.
Potentially, although I really want to talk through the problem with other people. I was thinking about doing it on the AI Modders discord if I can find anyone who will do it with me.
It's a tough challenge I'm working on. People underestimate how hard it is to work within an AI system with no documentation, that I have to reverse engineer out of guesses, and checking if those guesses react appropriately.
And I would like my AI children to defeat these cheating humans who use momentos my ai children don't have access to.
This is good to see.Everything else outside of the City Attack tree I have working better. I must get the City Attack tree working. That is the major revelation that I require to release the next version.
Because that will be a wow moment for people. And I would like my AI children to defeat these cheating humans who use momentos my ai children don't have access to.