Some Thoughts On My Current Game

T C

Prince
Joined
Dec 3, 2011
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I've been playing the same game for the last few weeks and have reached the Medieval period, for the first time ever with c2c. Here are some problems I've noticed and a few suggestions for how I think they could be addressed.

1) Religion

I like the idea of making the religions individual techs and I think it can be a good step forward. However, I've noticed that it makes the AI reluctant to research the later religion techs, especially if they already have a religion of their own. This makes it very easy for the human player to acquire several religions and build their wonders, monasteries etc. and thus gain a big advantage. I would suggest that the AI should be tweaked to be more likely to research religion techs even when they already have a religion.

2) Diplomacy

I think that diplomacy is one of the areas in c2c that has the most potential for improvement. There are several things that can be frustrating for the player.

a) The lack of any diplomacy before writing. I know this is being worked on, but I thought it was worth mentioning again.

b)The fact that after writing civs who haven't fought you, because they are too far away, or they have other, closer enemies, won't accept peace, unless you give them something.

c) AIs declaring war and bringing in others who are extremely far away. These civs don't do anything in the war (maybe they are even on another continent and can't reach your civ), yet refuse peace unless you pay them something. It would be great to have something like the 'white peace' you see in Europa Universalis games. For example after 15 turns of no combat taking place, the AI civ will accept peace at no cost.

d) The problems in b & c seem to be caused by the fact that the AI seems to evaluate peace on the basis of your relative military strengths and the results of the current conflict. This is fine in certain situations, but too often it produces bizarre and frustrating results. It would be great if the AI could consider the potential benefits of continuing to fight a war, and if there are no benefits (or the costs outweigh them), to agree a reasonable peace deal.

3) Unconventional Warfare

The AI makes some limited use of rogues and thieves since the recent changes. Although not as much as they used to, a few versions ago.

One thing I have noticed is that the AI seems to build quite a lot of bandit footpads and then keeps them in its own territory. As these units cause crime problems, this seems rather suboptimal. I actually wonder whether this is related to the AI's overuse of town watchmen.

4) Health

The air and water pollution really have added something to the game. I'm having some serious problems with health at the moment. Which considering I am on an island mostly made out of marshes and jungles with several cities of around 500,000 people, is probably quite realistic! I have to think carefully about what I build and try to acquire health giving resources.

5) Happiness

I've not had any problems with happiness in this game, expect in large, newly conquered cities. Perhaps this is related to...

6) Crime

Is very easy to control in all eras up to now. Many of the anti-crime buildings also give other benefits (gold, culture etc.) which means that I rarely have to build the negative anti-crime buildings, like stocks or gallows. I think some more balancing here is needed.

7) War

I have fought several wars and have several observations about them. I know many of these problems have been mentioned before, so if the team is already aware of an issue, I would just like to add my voice.

a) The AI still has great difficulty defending its cities, especially ones that are on the border. This is even the case where the AI has a very large army, so it seems to be a problem of evaluating threats and distributing its forces.

b) The AI overbuilds certain units. Wardogs, Town Watchmen and War Wagons in particular. This leads to unbalanced armies which the human player can take advantage of, even when he is outnumbered. I often see (in the Medieval era) huge stacks of Wardogs invading my territory and then being slaughtered by my units with hunter promotions. I also often see many town watchmen in an offensive enemy stack, where they are almost useless and very costly for the AI.

c) The AI loves to attack piecemeal (this is the correct word in English?). Many times the AI will suicide units against much stronger ones. I could understand this if they were 'softening up' the defenders for other, stronger units to attack, but almost always there is no follow up. It's just a waste as far as I can see. One situation I remember, I had taken one, Mongol city, but wasn't strong enough to take the other two, so I left a defensive ring between those cities and the one I had taken, 3 squares from their cities. 5 tiles with two units each. Every turn, for about 30 turns, the Mongols would attack my ring with one unit, an Elephant rider and lost every time expect twice. They had quite large armies defending their cites and enough production to give them one elephant per turn. They could, with a little intelligent use of their forces, have broken my ring, but instead they attacked piecemeal every turn (I think with less than 5% victory chance each time) and wasted 30 turns of production, achieving nothing.

d) The AI declares war when it is not ready to attack. This has happened several times in my game. The AI declares war, out of the blue and I wait for the invading hordes to appear, hoping that my forces can hold out until reinforcements can arrive from my main island. Several turns pass, I build as many troops as I can, I wait nervously and...nothing. The AI doesn't attack, expect perhaps with a band of Wardogs and a couple of other units which happen to be in the area. Often I will have already taken two or three of their cities (see point a)) before a serious army appears near to my forces. It seems to me that when the AI declares war it should have some objectives in mind and have the means to achieve those objectives at hand. It's far too easy for the human player if the AI declares war and then takes 15 turns to get an army near to his territory.

8) Gold

The gold situation is ridiculous. I have over 200k at the moment. I think that the fact I started on an Island and so didn't need a large army to defend myself helped in the early game, but the real gold surplus came in the classical era. I was making 1.5k per turn for a quite a long time. It's now about 250 per turn, but with a larger army. I didn't use the slavery + patrician combination by the way. Maybe something could be done to nerf some of the gold bonuses in the classical (the forum is particularly outrageous in my opinion).
 
I'm playing on a giant map (perfect world 2), on snail. The difficulty is immortal with increasing difficulty.
 
Your war summary there sounds exactly like a certain point in my aztec game. I just came out of war its around the mid-late classical I believe and I havent built any units for like 100 turns (on eternity) so one of my medium sized neighbors declares war on me and also gets another neighbor whom I just beat in my last war to also declare war on me, I was in no shape to fight. Yet after 30 turns of scrambling my army and building reinforcements my enemies make no attempt to actually... attack in the opening days of the war... they had a perfectly golden opportunity but no assault no nothing, once I mustered an army I ended up taking 3 enemy cities before peacing them just cause I felt sorry almost. The only things I ever faced were tiny skirmishes vs weak units that got no where near my cities. and this was on monarchy difficulty
 
Your war summary there sounds exactly like a certain point in my aztec game. I just came out of war its around the mid-late classical I believe and I havent built any units for like 100 turns (on eternity) so one of my medium sized neighbors declares war on me and also gets another neighbor whom I just beat in my last war to also declare war on me, I was in no shape to fight. Yet after 30 turns of scrambling my army and building reinforcements my enemies make no attempt to actually... attack in the opening days of the war... they had a perfectly golden opportunity but no assault no nothing, once I mustered an army I ended up taking 3 enemy cities before peacing them just cause I felt sorry almost. The only things I ever faced were tiny skirmishes vs weak units that got no where near my cities. and this was on monarchy difficulty

A save game from the turn where the AI decalres war (i.e. - the one where you end turn and get a war declaration when your turn comes round again) would be helpful to look into this.
 
1). There is a significant Cost to researching a Religion Founding tech. But with that said, in My current game, I have Heke of the Maori who has already Founded 3 religions and is going for a 4th.

3) You've actually seen Thieves and Rogues from an AI? Are you using the SVN or The vanilla v24 Release?

6) Town Watch and Courthouse still have their Original stats Plus the added -Crime. No real extra's on either of them and they Are very much needed. If anything there are too many +crime additions onto original bldgs imho. The whole Harbor and River lines have too much Crime added and needs to be scaled. Same for the City hall line.

7b) The TW in a stack is just like having Explorers in a Stack, they are for Defense. Whether for the Stack itself or to hold a newly conquered city.

8) No real details on How you got to where you are at except you started on an Island (isolated beginning) and you Don't use Slavery with patrician. But do you use Slavery Or Patrician?

JosEPh
 
6) Town Watch and Courthouse still have their Original stats Plus the added -Crime. No real extra's on either of them and they Are very much needed. If anything there are too many +crime additions onto original bldgs imho. The whole Harbor and River lines have too much Crime added and needs to be scaled. Same for the City hall line.

JosEPh

City walls, both types, should reduce crime as should the Gatehouse and its upgrade. All make it more difficult for crime to enter your city. Maybe they should also have an effect on diffusion to neighbouring plots.

River Athourity, Custom Houses and the like should also reduce crime this part of the reason for them in RL.

The City Planning tech should also reduce crime as "controlling movement" is part of what it is about. Ie nice clear, clean and wide streets throughout your city reduces the number of small alleyways needed to conduct crime. ;)
 
1). There is a significant Cost to researching a Religion Founding tech. But with that said, in My current game, I have Heke of the Maori who has already Founded 3 religions and is going for a 4th.

The cost is very small compared to benefits from the buildings and wonders a religion gives. I've also had AIs founding more than one religion (there are only 7AIs I can see left in my game), but they seem reluctant to do so.

3) You've actually seen Thieves and Rogues from an AI? Are you using the SVN or The vanilla v24 Release?

I'm using the SVN. I've seen some, but not very many.

6) Town Watch and Courthouse still have their Original stats Plus the added -Crime. No real extra's on either of them and they Are very much needed. If anything there are too many +crime additions onto original bldgs imho. The whole Harbor and River lines have too much Crime added and needs to be scaled. Same for the City hall line.

Courthouse allows you to build the law school and river authority. Town Watch gives a slight defence bonus and espionage.

I don't think that many big changes are needed, just a little balancing. I see that hydro has added some new crimes recently which maybe will change the balance a little.

7b) The TW in a stack is just like having Explorers in a Stack, they are for Defense. Whether for the Stack itself or to hold a newly conquered city.

They are useful for a very short period for defence outside cities. After axemen come along they lose that value. In the medieval period, they are useless, but the AI still uses a lot of them in attacking stacks. I could understand taking a couple of defend a newly conquered city but as I say, they are overused at the moment.

8) No real details on How you got to where you are at except you started on an Island (isolated beginning) and you Don't use Slavery with patrician. But do you use Slavery Or Patrician?

I used Patrician, then senate and now guilds. I think the gold situation is ok now in pre-historic and ancient, but during the classical period it really gets out of control. I think this is because some of the buildings over powered. I gave the forum as an example.
 
@DH In Total Agreement with everything you posted.

Of course, the real problem is getting Hydro to agree. Or see the Logic of it.

JosEPh
 
The cost is very small compared to benefits from the buildings and wonders a religion gives.

Not from the AI's point of view. The AI looks at a Founding tech and see 20 turns to complete. At the same time it looks down the Tech tree and sees for 19 turns it can get say Construction and Calendar. Which do you think it's logic paths will pick?

JosEPh
 
Gotcha! Make sure the last sentence is absorbed as well as the preceding.
I would suggest that the AI should be tweaked to be more likely to research religion techs even when they already have a religion.

When we were putting the new Founding techs into the tech tree someone suggested that the Founding tech cost more, to make the Player have to make a more conscious effort to acquire it. But no one, myself included, protested over the fact that the AI may not "decide" it's worth the effort to go for another Religion because of the added cost.

But as we've both seen there are AI that will do this while others do not. Again is the common factor Leader traits or something else.

JosEPh
 
Yes I think you may be right about that.

Although they do seem generally reluctant to research them in my game. However, I've only played one game since the change, so it's hard to say anything too definite from that.
 
Yea I have a few of the same problems. Gold just doesnt seem to be an issue but I've started Deity so hopefully it will be this time. Well I suppose having over 1mil surplus gold can be seen as a problem as WTH am I gonna do with it?

Too often I see stacks of wardogs assaulting my borders. I just figured they were trying to counter my horsemen but even when I came at them without mounted forces, wardogs.... What are they trying to accomplish with an army of only wardogs?
 
A save game from the turn where the AI decalres war (i.e. - the one where you end turn and get a war declaration when your turn comes round again) would be helpful to look into this.

Sorry Koshling I abandoned the game nearly week ago due to the snowball effect and saved a new game over it :(

If I get into a similar situation again ill make sure to hold onto the save for ya.
 
After logging a solid 70 hours or so on V25, I agree with most of what has been said. Gold is never an issue, volcanoes are out to destroy human civilization, and for whatever reason the AI often turtles (which may have to do with them misreading the strength of their garrison). I have also yet to see the AI effectively use bandits or found religions.

I'm enjoying the game, but these issues put a damper on what is otherwise a superb experience. Looking forward to V26!
 
for whatever reason the AI often turtles
IMO that is the biggest AI issue present. In my current game there are still some minor civilizations left. For instance the city state of Babylon, which is IIRC a single city. One of its neighbors is the Persian Empire, which has something like 6 or 7 as much military strength. But after centuries of war, where the Persian Empire clearly out powered Babylon, they never seem to have mad a serious try at conquering Babylon. They rather prefer to build various stacks outside and in inside of cites, distributed all over the empire, but not doing ANYTHING worthwhile with them.
And yeah, those stacks of units which stand around in the AI's territory is a really weird thing. When I recently attacked India, what partially helped me was those stacks standing outside of cities where they would even remain after I conquered the first Indian city. Which naturlly split up their forces and hence made them more manageable.
The way the AI handles its units is totally messed up. What happened to AI-led SOD's mercilessly crushing weaker neighbors or the AI pulling its units in a threatened city? Don't get me wrong, it still pulls some unity in threatened cities, but many prefer to just stand around in the middle of nowhere.
 
IMO that is the biggest AI issue present. In my current game there are still some minor civilizations left. For instance the city state of Babylon, which is IIRC a single city. One of its neighbors is the Persian Empire, which has something like 6 or 7 as much military strength. But after centuries of war, where the Persian Empire clearly out powered Babylon, they never seem to have mad a serious try at conquering Babylon. They rather prefer to build various stacks outside and in inside of cites, distributed all over the empire, but not doing ANYTHING worthwhile with them.
And yeah, those stacks of units which stand around in the AI's territory is a really weird thing. When I recently attacked India, what partially helped me was those stacks standing outside of cities where they would even remain after I conquered the first Indian city. Which naturlly split up their forces and hence made them more manageable.
The way the AI handles its units is totally messed up. What happened to AI-led SOD's mercilessly crushing weaker neighbors or the AI pulling its units in a threatened city? Don't get me wrong, it still pulls some unity in threatened cities, but many prefer to just stand around in the middle of nowhere.

Was this with the latest (or at least from about the last week) SVN?
 
i remember patch 16-17 when ai was so much more powerful. they used to bloat like crazy. by the end of middle ages they would get around 50-60 cities. they would do offshore surprise attacks on your weakly defended cities, concentrate forces when needed. and it was very hard to keep up with their tech and production levels.
 
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