SammyKhalifa
Deity
- Joined
- Sep 18, 2003
- Messages
- 6,308
My neighbors were all walled up. And I was attacked by a Frigate armada.
My neighbors were all walled up. And I was attacked by a Frigate armada.
I've also noticed this in my post-patch game and in the streams that I've watched since the patch. The AI just isn't building walls until it's much too late.
Additionally, the AI seems to be settling a lot of bad cities that have no water and then not building aqueducts. I think that whatever is causing them to do this is also affecting the city location recommendations when you click on a Settler. This was better before.
That's much later, though. I do indeed see the AI build walls later. The problem is that they aren't building walls during the first few eras, which means that they're very easy to conquer.
I disagree.One unannounced "change" seems to be that the AI is now way more likely to pick the Religious Settlements pantheon, to the point where it's almost certainly gone if you didn't get the first or second pantheon. That's a shame. While that pantheon may be a little too universally good, it's not like it's really overpowered, and it rewarded getting early faith even if you're not going for a religion. Since it's now all but gone save for unusually good start locations or the select few civs that get a built-in faith boost, it kinda feels like we're back to the point where you might as well ignore it altogether if you're not going for a religious game. It was just really nice having a pantheon that you could usually get and was worth going for. Instead, faith is again nearly entirely bereft of value for the majority of playstyles.
The AI still routinely kills every city state it can get its hands on.
OK, one AI nuking (A bomb, via planes) the same city of another AI six (6) times in a row within four (4) turns does seem a bit excessive. I remember reports that AI used to bomb the same city again and again. Well, when they get their hands on nukes, their behaviour remains the same. Further tweaking is necessary. Devs, please teach AI to spread out their bombings and WMD strikes.
Probably... So after a few turns Alex sent two more nukes on the same city again within a turn. So, 8 times now. I do agree that Pedro deserves some nuking, but if those were spread out, Alex could have taken Brazil over by now. But no. Maybe his target lock computer is stuck?The city wasn't quite back to the Stone Age yet . . .
Probably... So after a few turns Alex sent two more nukes on the same city again within a turn. So, 8 times now. I do agree that Pedro deserves some nuking, but if those were spread out, Alex could have taken Brazil over by now. But no. Maybe his target lock computer is stuck?
You're right, and that is still very annoying. I can hardly ever finish a game with more than 3 or 4 city states alive (on standard map size).The AI still routinely kills every city state it can get its hands on.
Probably... So after a few turns Alex sent two more nukes on the same city again within a turn. So, 8 times now. I do agree that Pedro deserves some nuking, but if those were spread out, Alex could have taken Brazil over by now. But no. Maybe his target lock computer is stuck?
Ai does not recognize that a city has 0 HP left.
I'm guessing that it would have to be coded differently from maps with the usual temperature distribution, and they didn't do the addition coding that would be required.I just realized you can't change temperature in the Tilted Axis map. I was looking forward to set it to cold and increase the tundra to play as Russia or Canada, which would be interesting since the Tundra shows up at the center and corners of the map, but you can't set temperature and the number of tundra tiles is quite low, with most of the corner tiles being on islands. I'm disappointed. Anyone cares to guess the reason they don't let us set the temperature? Technical issue?