jdog5000
Revolutionary
(You can always get the latest stable release from the download thread or sourceforge. Development versions and updated source code can also be checked out from sourceforge.)
Version 0.83h includes a lot of important bug fixes and tweaks which should compound to have a very positive effect on the AI. The over/inappropriate production of transports has been fixed, as have the ways the AI climbs out of financial holes. The AI will also now waste fewer hammers as it will now make consistent probabilistic decisions. A number of these fixes are new since the beta version of 0.83 was released in early December.
There are also two new options by popular demand:
- BBAI_ALLIANCE_OPTION: Changes how defensive pacts work to be more like alliances from earlier versions of Civ. Pacts now do not cancel on war declarations and your allies will also declare war. This can easily be abused by a human player, but the option is now available.
- BBAI_HUMAN_AS_VASSAL_OPTION: Allows human player to offer themselves as a vassal to an AI. The AI has been taught to consider this offer appropriately and some exploits have been resolved. It's not perfect, but it works reasonably well.
Both of these options are controlled through GlobalDefinesAlt.xml.
New in Better BTS AI 0.83
Merged in UP 1.40
Bugfix
- Fixed bug where AI would avoid techs leading to maintenance reducing buildings when in financial trouble (thanks Afforess)
- Fixed bug where AI calculated benefit of maintenance reducing buildings and then ignored it when picking techs
- Fixed bug where an AI city with civ, civic, or city bonuses for GP rate would be less inclined to use specialists (thanks Maniac)
- Fixed bug where AI overestimated how much gold it would get from steal treasury espionage missions
- Fixed bug causing AI cities to over value buildings which unlock specialists in many circumstances when picking what to build
- Fixed bug (introduced) causing AI to incorrectly think it needed to build transports in many circumstances
City AI
- Cities now consider how many missionaries they already have plus those being trained when deciding whether to train another
- Same as above for executives
- Under most circumstances, barracks now a few steps later in AI build priority queue in early game
- Split early game worker logic out into separate clause to customize
- AI may now build workers first in its capital if it has things for them to do
- Fixed logic for high priority first worker to get access to bonuses, now only counts bonuses which can be improved now or with tech currently being researched
- Cities for a player in a strike situation (very very rare) now will build buildings to help lower costs/raise income, instead of training defenders which would be disbanded anyway
- Removed improper dependence on need for land workers when deciding whether to build early sea workers
- AI cities will now pop or gold rush defenses when civ is in big trouble, especially right after being attacked
- Improved valuation of Great Wall with No Barbs or Raging Barbs (thanks Afforess)
- Reduced AI valuation of espionage generated by buildings when selecting what to build
- Changed most probabilistic decisions in city build logic so that they're consistent. Now, if a city has already rolled the dice and started to build something, then if it grows or otherwise decides to recheck its priorities, it won't do another dice roll to decide whether to continue the build (abandoning huilds because of dice rolls previously caused AI to waste hammers)
- Tweaks so AI spends fewer hammers on low priority units when in financial trouble
Worker AI
- Fixed illogical ordering where city decided how many workers it needed before selecting what it would have them do (caused small problems for deciding when to build workers)
Victory Strategy
- AIs will now send their spaceships even if someone else looks like they're going to beat them, as the other player's capital might be captured (thanks r_rolo1)
War Strategy
- AIs may now restart war preparations against an enemy while a peace treaty is still in effect
Diplomacy
- WHEOOHRN no longer shows exactly when AI begins war plans in all circumstances. If AI is just planning war, it now only shows after attitude and power denial checks.
- Vassal master no longer will give away techs to vassals that are close to it in tech score
- Some fixes and hacks so that trade denials appear correctly when the human player offers themselves as a vassal to an AI
Gold AI
- Adjusted AI priorities for disbanding units when in financial trouble to better account for game state, fix some illogical orderings
General
- Fixed issue blocking all terrain units from planning paths to distant areas
- Added option to CvPlayer::countReligionSpreadUnits and CvPlayer::countCorporationSpreadUnits to include units being trained
Customization
- Added BBAI_ALLAINCE_OPTION to change defensive pacts so they do not cancel after war declaration, cause allies to declare war as well. This is easy for human players to abuse.
- Added BBAI_HUMAN_AS_VASSAL_OPTION to enable human players to offer themselves as vassals to AIs. Some AI logic has also been added to make this work better.
CIV4UnitInfos
- Removed UNITAI_CITY_DEFENSE from Swordsmen
- Workboats no longer considered military units
Version 0.83h includes a lot of important bug fixes and tweaks which should compound to have a very positive effect on the AI. The over/inappropriate production of transports has been fixed, as have the ways the AI climbs out of financial holes. The AI will also now waste fewer hammers as it will now make consistent probabilistic decisions. A number of these fixes are new since the beta version of 0.83 was released in early December.
There are also two new options by popular demand:
- BBAI_ALLIANCE_OPTION: Changes how defensive pacts work to be more like alliances from earlier versions of Civ. Pacts now do not cancel on war declarations and your allies will also declare war. This can easily be abused by a human player, but the option is now available.
- BBAI_HUMAN_AS_VASSAL_OPTION: Allows human player to offer themselves as a vassal to an AI. The AI has been taught to consider this offer appropriately and some exploits have been resolved. It's not perfect, but it works reasonably well.
Both of these options are controlled through GlobalDefinesAlt.xml.
New in Better BTS AI 0.83
Spoiler :
Merged in UP 1.40
Bugfix
- Fixed bug where AI would avoid techs leading to maintenance reducing buildings when in financial trouble (thanks Afforess)
- Fixed bug where AI calculated benefit of maintenance reducing buildings and then ignored it when picking techs
- Fixed bug where an AI city with civ, civic, or city bonuses for GP rate would be less inclined to use specialists (thanks Maniac)
- Fixed bug where AI overestimated how much gold it would get from steal treasury espionage missions
- Fixed bug causing AI cities to over value buildings which unlock specialists in many circumstances when picking what to build
- Fixed bug (introduced) causing AI to incorrectly think it needed to build transports in many circumstances
City AI
- Cities now consider how many missionaries they already have plus those being trained when deciding whether to train another
- Same as above for executives
- Under most circumstances, barracks now a few steps later in AI build priority queue in early game
- Split early game worker logic out into separate clause to customize
- AI may now build workers first in its capital if it has things for them to do
- Fixed logic for high priority first worker to get access to bonuses, now only counts bonuses which can be improved now or with tech currently being researched
- Cities for a player in a strike situation (very very rare) now will build buildings to help lower costs/raise income, instead of training defenders which would be disbanded anyway
- Removed improper dependence on need for land workers when deciding whether to build early sea workers
- AI cities will now pop or gold rush defenses when civ is in big trouble, especially right after being attacked
- Improved valuation of Great Wall with No Barbs or Raging Barbs (thanks Afforess)
- Reduced AI valuation of espionage generated by buildings when selecting what to build
- Changed most probabilistic decisions in city build logic so that they're consistent. Now, if a city has already rolled the dice and started to build something, then if it grows or otherwise decides to recheck its priorities, it won't do another dice roll to decide whether to continue the build (abandoning huilds because of dice rolls previously caused AI to waste hammers)
- Tweaks so AI spends fewer hammers on low priority units when in financial trouble
Worker AI
- Fixed illogical ordering where city decided how many workers it needed before selecting what it would have them do (caused small problems for deciding when to build workers)
Victory Strategy
- AIs will now send their spaceships even if someone else looks like they're going to beat them, as the other player's capital might be captured (thanks r_rolo1)
War Strategy
- AIs may now restart war preparations against an enemy while a peace treaty is still in effect
Diplomacy
- WHEOOHRN no longer shows exactly when AI begins war plans in all circumstances. If AI is just planning war, it now only shows after attitude and power denial checks.
- Vassal master no longer will give away techs to vassals that are close to it in tech score
- Some fixes and hacks so that trade denials appear correctly when the human player offers themselves as a vassal to an AI
Gold AI
- Adjusted AI priorities for disbanding units when in financial trouble to better account for game state, fix some illogical orderings
General
- Fixed issue blocking all terrain units from planning paths to distant areas
- Added option to CvPlayer::countReligionSpreadUnits and CvPlayer::countCorporationSpreadUnits to include units being trained
Customization
- Added BBAI_ALLAINCE_OPTION to change defensive pacts so they do not cancel after war declaration, cause allies to declare war as well. This is easy for human players to abuse.
- Added BBAI_HUMAN_AS_VASSAL_OPTION to enable human players to offer themselves as vassals to AIs. Some AI logic has also been added to make this work better.
CIV4UnitInfos
- Removed UNITAI_CITY_DEFENSE from Swordsmen
- Workboats no longer considered military units