LoneGazebo / Community-Patch-DLL

Community Patch for Civilization V - Brave New World
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[8-16-2] Turn 18 AI Still Waiting to found Capital #6932

Closed jayeye2011 closed 3 years ago

jayeye2011 commented 4 years ago

1. Mod version (i.e Date - 4/17):

08-16-2 as DLL MODPACK (no other mods, just default Vox Populi with EUI install)

2. Mod list (if using Vox Populi only, leave blank):

3. Error description:

Win 7, Pangea, standard size, std speed, low sea level, strategic balance, no ruins, no events, no tech trading: My path finder encountered unescorted Mayan settler on turn 18, I declared war and captured it only to find out that it was the original settler for capital founding. Seems like the AI has gotten to picky about its initial settle location if it is still searching by turn 18 on standard speed. Edit: Civ 5 legacy version, no start bias, raging barbarbians, quick movement, quick combat, no tech brokering, transparent diplomacy. 4. Steps to reproduce (optional): logs, save, tga screen capture in zip file. The modpack is to big to include but it was made in the standard fashion and no other mods were included so you should be able to make your own in 2 minutes.


Supporting information: Please note that AI Ultra Late Settle 08-16-2 MODPACK.zip Civ5Screen0000

you can attach .zip files by dragging-and-dropping them. If possible, zip up all supporting data and post that way.

  1. Log files (always attach your Logs folder, located at My Documents/My Games/Sid Meier's Civilization 5. Make sure you have enabled logging before experiencing an error! Go here to find out how: http://forums.civfanatics.com/showthread.php?t=487482):

  2. Save game (always attach a save that was made a turn before the error; located at My Documents/My Games/Sid Meier's Civilization 5/ModdedSaves):

  3. CvMiniDump.dmp file (attach if experiencing a game crash. Located at Program Files/Steam/steamapps/common/Sid Meier's Civilization V):

  4. Screenshots (optional):

jayeye2011 commented 4 years ago

I restarted the game using the initial turn 0 autosave, this time my path finder did not see the initial Mayan settler. It turned out that the Mayan capital was settled to the west of the location of the settler in the screen capture across a river and near mountain ridge further west which I suspect was the original settler spawn location. Also the Uluru natural wonder turned out to be about 5 or 6 tiles north of the path finder position near the coast in the screen shot and the AI might have known this because I discovered that it had (2 warriors & pathfinder) units in visibility range of this when I declared war and went to capture the settler which had moved back west 1 tile on the next turn. It is also possible that the Mayan settler was forced to run from a spawned barbarian on turn 0. I have observed on lower difficulty levels 1 to 4, that barbs will spawn as early as turn 0 when I move my pathfinder and barb camps have been spotted as early as turn 1 even on default barbs. Also my experience is that barbarian spawn rates on these difficulty levels are much higher than what you see on emperor thru deity such that raging barbs on deity is equivalent to non-raging on settler/warlord/chieftain. My suggestion it to cap the number of turns that the AI's initial capital founding settler can move before forcing it to settle in place. This may also explain why some civs have so few cities or even only one city when everyone else has 3 or 4. I forgot to mention that the game difficulty setting was set to Prince for this game save.