Suggestions and Requests

Yeah I think that's the reason, because it's simply too many beakers for Babylonia to research.
 
Hmm, someone's going to need to play test a few games to see if they can replicate what the AI is doing. I'd think wonder rules would apply to the AI as well as the player, but if this is the case then it explains a lot.
 
A simple look in the WB tech screen would do as well I suppose. I can't play civ at the moment but if someone else could check for the exact techs when Babylon has its first Longbowman, I think it would clarify a lot.
 
Thailand should at least have Guilds at spawn, I mean it's 1350 AD and how did they get Gunpowder anyway? They have neither Guilds nor Education.

Similarly Holy Rome and Russia(I believe) start with Calendar but not Sailing. It doesn't feel right.
 
Some suggestions based on Canada 1700 AD:

1. You should make Northern Canada foreign area for Sweden (basically Viking) in 1700 AD. They perform really well and settled Markland in the Northern Canada. I can forgive if this is a 3000BC or 600AD scenario... but on 1700AD....

2. Did you just modified Nova Scotia? England (one of the civ with most CNM entry ever) just founded Sydney there.

3. I think you should add CNM entry to rename York to Toronto at some point.

4. I can not compete with America for settling the western part of Canada. By the time I spawn, America already have lots of cities that keep producing settlers. They even expanded up north and (refusing OB). I believe there will be time when the only way I can settle Vancouver is by sending ships to circumnavigate the Latin America.
 
isn't big empire's inflation penalty is too high? or is there certain threshold for per age?
I wasn't playing doc for 5-6 months; this week I started a Phoenican game, but after I defeated the Ottomans game get quite boring with high tech speed, then I researched astronomy to settle America, and declared war against Persia after 1500's just for fun :( but after I get some cities my economy has crushed (-300 gold with 0% res. slider) then I thought conquering holy cities of india would be good but it get worse (-900 0%).
tl;dr penalty is extremely high (3000 inflation) and I'm curious about it's formula :p

edit: and there are some bugs in first pic.
 

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I think inflation rate is only related to civ and time. Ancient civs have terrible inflation into late game and I've always complained about it. By the way what year is it and what is your inflation percentage(check F2 advisor screen)?
 
OK obviously you are stretching your empire too much before economy could catch up. High inflation means all costs are ampliflied so quality of your cities is very important. Also having too many cities will raise city maintenance fee to the roof, so yeah, we see what happens there.
 
Some suggestions based on Canada 1700 AD:

1. You should make Northern Canada foreign area for Sweden (basically Viking) in 1700 AD. They perform really well and settled Markland in the Northern Canada. I can forgive if this is a 3000BC or 600AD scenario... but on 1700AD....

Never saw this happening in last 5 runs.

2. Did you just modified Nova Scotia? England (one of the civ with most CNM entry ever) just founded Sydney there.

I confirm this. But what is the problem? The name or the fact? It flips to Canada and can be renamed Halifax. Nova Scotia is important part of Canada, it has to be settled by Canadian spawn.

3. I think you should add CNM entry to rename York to Toronto at some point.

Yes, please! I always do it manually. What York in 1860s?

4. I can not compete with America for settling the western part of Canada. By the time I spawn, America already have lots of cities that keep producing settlers. They even expanded up north and (refusing OB). I believe there will be time when the only way I can settle Vancouver is by sending ships to circumnavigate the Latin America.

This was the case in first Canada SVN, but not the latest one. If you start building Settlers in Montreal right away and use Workers to build roads to the West you can block American settlers with your culture just in time.

More important issues are absence of emigration (which means you play entire game with no UP) and starting civics. Canada starts with Slavery and Self Sufficiency (because they cannot hold pre-set Free Market without Corporations).

As a general note too many Europeans running Slavery in late 1800s. Perhaps upon discovery of certain techs Slavery needs to cause huge unhappiness.
 
I don't think AI are aware of the actual pros and cons of civic choices(or are they?).

By the way, independents, natives and barbarians should be restricted to running the most primitive civics. Otherwise they whip and buy units too often.
 
AI tries to calculate the effects of civics, so yeah, they're aware of civic effects somewhat.
Of course, their calculation is not always optimal.
 
More specifically, the AI doesn't really evaluate the actual use of a civic for its given situation.

Like most AI processes, it uses a rather simple heuristic. Like +1 gold per cottage is worth 5 points for every cottage they control, while +1 happiness is worth 10 points for every city that is unhappy and so on. I just made up the examples of course.
 
I am the last person here to advocate for more civs in late era, but after addition of Canada the need for Australia became apparent. England keeps spamming Settlers in mid 1900s like it is colonization time. The entire continent can be a self sufficient country (6th largest in the world).
 
Playing as Byzantium I noticed that building the apostolic palace in Konstantinopolis is a very good strategy. You recieve extra culture (holy city) and have good relations with Europe. But it is too unhistorical.

It is better to make Hagia Sophia buildable. Hagia Sophia will trigger the Great Schism, and a city will recieve the apostolic palace. Moreover as a side effect the player who built Hagia Sophia will chose orthodoxy obligatorily (other players can chose either catholicism or orthodoxy).

In context with removing the yield from shrines, the effect of Hagia Sophia could replace it (+1 per city with state religion). An alternative effect could be +100:culture: if orthodoxy is state religion, since it is in fact a cathedral.
 
Playing as Byzantium I noticed that building the apostolic palace in Konstantinopolis is a very good strategy. You recieve extra culture (holy city) and have good relations with Europe. But it is too unhistorical.

It is better to make Hagia Sophia buildable. Hagia Sophia will trigger the Great Schism, and a city will recieve the apostolic palace. Moreover as a side effect the player who built Hagia Sophia will chose orthodoxy obligatorily (other players can chose either catholicism or orthodoxy).

In context with removing the yield from shrines, the effect of Hagia Sophia could replace it (+1 per city with state religion). An alternative effect could be +100:culture: if orthodoxy is state religion, since it is in fact a cathedral.

This could also be solved by implementing Tigranes' suggestion of having Orthodoxy founded with Theology and having the construction of the AP trigger the founding of Catholicism, which makes even more sense historically and doesn't require the AP to be placed in an arbitrary city. The Hagia Sophia should still be switched to a buildable wonder in this case, though.
 
^^ If the old effect of Hagia Sophia (workers) is used by another wonder or undesirable we could always come up with something else. Like only 1 Church required to build a Cathedral. This would help with Orthodox URV for small civs (Ethiopia). But in addition Hagia Sophia, though requires Orthodoxy, can have the same effect on any state religion's Cathedrals. Meaning if Turks capture it (events of 1453)-- they can build their Muslim Mosques with one Islamic Temple. If Catholics capture it (events of 1204), they can build Catholic Cathedrals with one Church, etc. This could reflect the importance of controlling the city with Hagia Sophia regardless of your religion.
 
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