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poverty goat
Feb 15, 2004



Sometimes asking for open borders is just their way of being nice before they declare war to walk across your territory. If they're asking for it, they have some goal in mind that requires open borders. If diplomacy fails they're going to run the Skynet cost:benefit analysis on declaring war instead. e: and sometimes the only goal was to move their army closer before declaring war :argh:

poverty goat fucked around with this message at 12:27 on Oct 24, 2013

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DarthBlingBling
Apr 19, 2004

These were also dark times for gamers as we were shunned by others for being geeky or nerdy and computer games were seen as Childs play things, during these dark ages the whispers began circulating about a 3D space combat game called Elite

- CMDR Bald Man In A Box
Well in this case it was a bad move by him as I wiped him out. Was going to leave him with a lovely ice city, but being lumped with him in other games left a bad taste in my mouth and now every time I see him I'm already making my plans to get rid of him.

kanonvandekempen
Mar 14, 2009

DarthBlingBling posted:

Will refusing open borders make the AI more aggressive towards you? I've had Bismark declaring war a turn after I refused him.

That's pretty much how Germany declared war on Belgium in 1914, so very fitting.

DarthBlingBling
Apr 19, 2004

These were also dark times for gamers as we were shunned by others for being geeky or nerdy and computer games were seen as Childs play things, during these dark ages the whispers began circulating about a 3D space combat game called Elite

- CMDR Bald Man In A Box
I assume German units didn't get punted back to the border when Germany declared war?

Funso Banjo
Dec 22, 2003

Have the expansions improved water based warfare at all? I kinda love sinking ships, but was a bit disappointed with the pre-modern options in ships.

Supersheep
Nov 11, 2009

Funso Banjo posted:

Have the expansions improved water based warfare at all? I kinda love sinking ships, but was a bit disappointed with the pre-modern options in ships.

The AI is supposed to build bigger navies, and won't just have one or two ships floating around their port cities, but will actually send out larger fleets of frigates and privateers (especially civs like England and the Dutch).

That doesn't change the fact that they still have no idea how to use them effectively, though.

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
G&K also added melee naval units which can take cities and make naval combat a bit more interesting.

SlightlyMadman
Jan 14, 2005

They're not perfect with naval combat, but they're a thousand times better than they were in vanilla. I think it was G&K that introduced the main revamp, where they'll patrol their ships around in packs and encircle any ships you send out alone. It's completely ruthless, and if they can't sink your ship in one turn, then it will be trapped and they'll get it on the next turn.

poverty goat
Feb 15, 2004



My first game of BNW I set out to take control of the seas with my fleet of 3 submarines as I'd done countless times before. Then this happened:


She swarmed the area with her own subs, and whenever she got lucky and spotted one of mine it would be surrounded by subs at the end of the turn and dead the next :argh:

They don't build dozens of empty carriers anymore either.

Chamale
Jul 11, 2010

I'm helping!



Supersheep posted:

That doesn't change the fact that they still have no idea how to use them effectively, though.

I have killed at least 10 Galleasses that simply tried to go past a heavily fortified city using the most direct route available. It's unfortunate that army size only relates to production and not population, because all the military-aged males in Zululand have been killed three times over.

Gort
Aug 18, 2003

Good day what ho cup of tea
Sometimes I think the decision to give cities ranged attacks and hit points was the worst possible thing they could have done to the military AI.

Well, that and units that can attack at range, taking zero damage in the exchange themselves.

canyoneer
Sep 13, 2005


I only have canyoneyes for you

Fojar38 posted:

Is there any way to increase AI aggression without increasing the difficulty to such a degree that they get their BS bonuses? Aside from making everyone Attila?

Comedy option: Set up a 12 civ game with 11 Montezumas, play as the Spanish.

Remember vanilla Civ? Alexander was so stupidly overpowered. If you didn't take him out early on (but not too early on, because their classical units were pretty buff), he was guaranteed a diplomatic victory.

Rascyc
Jan 23, 2008

Dissatisfied Puppy
As many AI improvements as they made with navy, they still fold completely to submarines. It's rare that I end any continent game without a ring of submarines around my country if it's coastal. You know, just in case.

canyoneer posted:

Remember vanilla Civ? Alexander was so stupidly overpowered. If you didn't take him out early on (but not too early on, because their classical units were pretty buff), he was guaranteed a diplomatic victory.
That's really not different from BNW Civ? Alexander is still really good and a huge pain in the rear end if he's not taken out early.

SlightlyMadman
Jan 14, 2005

canyoneer posted:

Remember vanilla Civ? Alexander was so stupidly overpowered. If you didn't take him out early on (but not too early on, because their classical units were pretty buff), he was guaranteed a diplomatic victory.

Funny, I remember the exact opposite. At release his personality was tuned to attack city-states instead of allying with them, so his UA was a complete waste and everybody would just hate him for all the genocide penalties and gang up with him. Now that role is happily filled by Genghis.

The Wicked Wall
Aug 24, 2012

I guess the aphorism
"I think, therefore I am" brings little comfort in this case.

canyoneer posted:

Comedy option: Set up a 12 civ game with 11 Montezumas, play as the Spanish.

Remember vanilla Civ? Alexander was so stupidly overpowered. If you didn't take him out early on (but not too early on, because their classical units were pretty buff), he was guaranteed a diplomatic victory.

This is basically why I will usually turn off Diplomatic victories in single player unless I specifically want to try a civ that looks to enact them, as the AI has a really annoying habit of being utter bastards to city states and doing nothing of value with them for the first however long, then as soon as the World Congress is created they will suddenly ally with like 5 city states at once and sweep the votes even though I tried my damndest to appease them and went full Patronage + Forbidden Palace. Then, it's a ticking time bomb to the World Leader vote and you better have bought out enough city states/wiped them off the face of the earth!

Chamale
Jul 11, 2010

I'm helping!



I only just learned that I can sell buildings from cities that are being razed. I've been missing out on thousands of gold pieces, whoops. I've razed 47 cities so far this game.

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
Remember: pillage, then burn.

dayman
Mar 12, 2009

Is it a yes, or...

Chamale posted:

I only just learned that I can sell buildings from cities that are being razed. I've been missing out on thousands of gold pieces, whoops. I've razed 47 cities so far this game.

You can sell buildings??? Mother of God.

Supraluminal
Feb 17, 2012
Can't you only sell one building per turn or something like that?

SlightlyMadman
Jan 14, 2005

Son of a bitch! I was always annoyed that it annexed cities while you raze, but now I see why!

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
wait hold the loving wire.

So when you take over a city, you annex then sell buildings? Can someone give a definitive guide on this because I've been warmongering wrong if so :stonk:

Poil
Mar 17, 2007

Don't you just get like 5-10 gold for selling a building though?

dayman
Mar 12, 2009

Is it a yes, or...

Poil posted:

Don't you just get like 5-10 gold for selling a building though?

It's better then the sweet gently caress all I've been getting while twiddling my thumbs during a razing.

Chamale
Jul 11, 2010

I'm helping!



Poil posted:

Don't you just get like 5-10 gold for selling a building though?

30 for shrines, 150 for zoos. It depends on how many hammers the building costs. According to my calculations I could have gained 10,000 additional gold if I sold all the buildings from burning cities as they burned. Already I've used all the spare gold to buy some zoos in other cities and make up for the happiness penalty.

Peas and Rice
Jul 14, 2004

Honor and profit.

dayman posted:

You can sell buildings??? Mother of God.

That changes EVERYTHING in my GMR game.

Sigh...

Dr. Video Games 0031
Jul 17, 2004

You guys never accidentally clicked on a university and got a sell confirmation pop-up when assigning specialists?

Poil
Mar 17, 2007

Hang on, wouldn't this be bad for the Huns? The poor things have fewer turns to sell. :(

Dr. Video Games 0031 posted:

You guys never accidentally clicked on a university and got a sell confirmation pop-up when assigning specialists?

Of course, but there's not much point in assigning specialists in a city you're currently razing.

Dr. Video Games 0031
Jul 17, 2004

Well I was talking about the people who didn't know selling was a thing. It's also possible that a lot of people just never manually assign specialists.

Peas and Rice
Jul 14, 2004

Honor and profit.

Dr. Video Games 0031 posted:

You guys never accidentally clicked on a university and got a sell confirmation pop-up when assigning specialists?

You can assign specialists??

(Kidding).

I actively looked for a "sell" button in my last game and didn't see it so I assumed you couldn't do it.

Changing gears:

I've only ever played on Standard speed, how does Epic or Marathon change the game? Just by increasing time to research, build, and construct improvements?

Fledgling Gulps
Jul 4, 2007

I'll meet you in Meereen,
we'll grub out.
Melee ships should be able to destroy barb camps. The camps that spawn on tiny islands right off shore and pump out pirates are so annoying to deal with :mad:. I thought the fall patch added some AI scripting to make them go out and eliminate camps within 10 tiles right? I have't really noticed any different behavior though.

Putin It In Mah ASS
Nov 12, 2003

Omni-gel superlube is great stuff!

Poil posted:

Hang on, wouldn't this be bad for the Huns? The poor things have fewer turns to sell. :(


The huns are already terrible, so not really.

Cleretic
Feb 3, 2010


Ignore my posts!
I'm aggressively wrong about everything!
Okay, this is an embarrassingly rudimentary question, but: how do I warmong?

I've realized the biggest issue I have with my playstyle is that I just cannot actually build an army. I'm reasonably okay at actually fighting a war, albeit losing a couple more troops than I want, but I can never manage to actually build up the army in question. Sometimes I get a nice fighting force out of Militaristic city-states, but they mostly wind up as a disorganized mish-mash of units that can't do a whole lot offensively.

I think a problem I have sometimes is that, even when I go militaristic, I consider Artillery 'the' unit, and something I just won't fight without. My biggest problem with an absolute failure of an Autocracy Culture win last night was that, since Artillery is on the complete other side of the tech tree to cultural buildings, I couldn't actually get rolling on either of those fronts until it was far too late.

Chamale
Jul 11, 2010

I'm helping!



I'm convinced that the Keshik is simply too good and can't coexist with the rest of Civ V. Kiting is too powerful and the AI can't even being to counteract it. The only counterstrategy is a massed combined arms attack to corner the Keshiks and get enough kills to hurt the Mongol economy, or surprise attacks from the fog of war, and the AI has no clue. Keshiks tear through riflemen and artillery and I think the Great War Bomber is the first unit that can win against a good Keshik swarm.

Cleretic posted:

Okay, this is an embarrassingly rudimentary question, but: how do I warmong?

I've realized the biggest issue I have with my playstyle is that I just cannot actually build an army. I'm reasonably okay at actually fighting a war, albeit losing a couple more troops than I want, but I can never manage to actually build up the army in question. Sometimes I get a nice fighting force out of Militaristic city-states, but they mostly wind up as a disorganized mish-mash of units that can't do a whole lot offensively.

I think a problem I have sometimes is that, even when I go militaristic, I consider Artillery 'the' unit, and something I just won't fight without. My biggest problem with an absolute failure of an Autocracy Culture win last night was that, since Artillery is on the complete other side of the tech tree to cultural buildings, I couldn't actually get rolling on either of those fronts until it was far too late.

At some point stop producing non-essential buildings to make archers and a few warriors, use archers like artillery and only attack with a Warrior when it it guaranteed to take a city with that attack.

Cleretic
Feb 3, 2010


Ignore my posts!
I'm aggressively wrong about everything!

Chamale posted:

At some point stop producing non-essential buildings to make archers and a few warriors, use archers like artillery and only attack with a Warrior when it it guaranteed to take a city with that attack.

So, gently caress siege units until they get to Artillery?

Scatsby
Dec 25, 2007

I actually played my first game as Nebachadnezzar the other day and... holy poo poo. I'd wiped Elizabeth off the map by 600 BC, securing me a third city and seaport and shittons of happiness. And because she kept spamming awful cities, I didn't get remotely behind in tech, since I just stole all the techs I was skipping while beelining Universities and Observatories.

Chamale
Jul 11, 2010

I'm helping!



Cleretic posted:

So, gently caress siege units until they get to Artillery?

A combination is OK, the real key is maximizing ranged damage potential. You want some units that look for danger ahead, and to move your ranged units in a solid block that kills anything nearby. Catapults and cannon have a much lower survivability than ranged units of their eras and I don't like them, but a big conquering army should bring a few along.

Teron D Amun
Oct 9, 2010

Is there a mod or editor that allows you to edit the leader values of AI civs from a savegame or allows them to be set in the setup screen? Would be quite interesting to see what Alexander has for values in a given game for example.


Peas and Rice posted:

I've only ever played on Standard speed, how does Epic or Marathon change the game? Just by increasing time to research, build, and construct improvements?

production time and research increases but movement speed of units remains the same, usually you get to enjoy era specific units for much longer
unit preservation is also much more important because you can't just poo poo them out in a couple of turns to replace lost ones but at the end it isn't unusual to conquer the world with a handful of level 10 artillery units
oh and it also takes 90 turns until the next World Congress convenes, then 75 and then 60

Teron D Amun fucked around with this message at 13:49 on Oct 25, 2013

Shockeh
Feb 24, 2009

Now be a dear and
fuck the fuck off.
I know I've asked this before, but is there since patch any way to get the AI to act 'normally' in MP? Our usual gmae format is only 2-3 Humans, with the rest of the Civs being AI, and now that each player has slowly noticed/become aware that the AI just cannot/will not interact, get upset or DoW in MP, it's kind of hard to not effectively 'game' them.

We want to be able to get into conflict with each other knowing the possibility exists that the AI will affect things, but right now we 'know' consciously that if an AI DoW's, it's because a Human bribed it to, and that means we know to be wary of the inevitable Human invasion. It's just annoying.

Microplastics
Jul 6, 2007

:discourse:
It's what's for dinner.

Shockeh posted:

I know I've asked this before, but is there since patch any way to get the AI to act 'normally' in MP? Our usual gmae format is only 2-3 Humans, with the rest of the Civs being AI, and now that each player has slowly noticed/become aware that the AI just cannot/will not interact, get upset or DoW in MP, it's kind of hard to not effectively 'game' them.

We want to be able to get into conflict with each other knowing the possibility exists that the AI will affect things, but right now we 'know' consciously that if an AI DoW's, it's because a Human bribed it to, and that means we know to be wary of the inevitable Human invasion. It's just annoying.

It could be - and I'm just guessing here, based on my limited knowledge of MP - that someone in your game is playing on Settler difficulty. That means the whole game is on Settler, and the AI is incapable if declaring war.

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Shockeh
Feb 24, 2009

Now be a dear and
fuck the fuck off.

KKKlean Energy posted:

It could be - and I'm just guessing here, based on my limited knowledge of MP - that someone in your game is playing on Settler difficulty. That means the whole game is on Settler, and the AI is incapable if declaring war.

It's definitely not. We've tested repeatedly, with different hosts, reinstalled, integrity check, etc. Try it yourself; We have never, ever managed to convince an AI to DoW in Multiplayer mode without a player interceding. I'm not alone in this, there's plenty of reports of the same on the various Firaxis/Steam forums.

Hell, you can start a Multiplayer game alone with no other players, and it still operates in this way. It seems the code to allow for player interactions is just disabled entirely in Multiplayer, and it cripples the AI.

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