ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
Is it just me or does the AI take longer during turns, by that I mean "Computing Turn" takes longer?
So here is the thing: The vanilla AI doesnt react to a lot of stuff, most of its decisions are actually made at the very start of the turn. This is especially problematic when it comes to their management of production queues. What often happened is, that they issued a bunch of construction orders in their cities, THEN used an industry stockpile on it, and then did nothing further wasting the whole stockpile. I made the AI take additional passes on checking their queue and producing more stuff if necessary. This increases the turn times. Since the AI in EL operates simulteneously to the player, this typically is unnoticable, however if you are a quick player or hit a phase in the later game stages where you have not a lot to do, this may be noticeable, yes.
This is just one example - there is more stuff where the AI does more "decisions" then it did before (Unit/Hero Designs and Diplomacy to name a few).
In short: Smarter AI takes more time.
Updated 6 years ago.
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Well 6 minutes of "computing turn" seems excessive, and the AI is still doing stupid stuff like: not having the shipyard tech researched by turn 211 (normal length game), marching over lava flows repeatedly, and the battle AI in general (units attacking from low ground when they could easily go for the high or middle ground, standing in lava, healing units that are at full health, etc.).
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Well 6 minutes of "computing turn" seems excessive, and the AI is still doing stupid stuff like: not having the shipyard tech researched by turn 211 (normal length game), marching over lava flows repeatedly, and the battle AI in general (units attacking from low ground when they could easily go for the high or middle ground, standing in lava, healing units that are at full health, etc.).
I have never witnessed 6 minute turns and have not received reports of turn times this extreme yet. Its possible that you had a general hangup due to a bug. Do you have the latest version of the patch? If the issue is reproducable, sending a save game (without other mods) or a log file could be helpful.
The AI will continue to do stupid stuff, I am patching around stuff as a free hobby project. I am not a professional AI programmer. If you dont find the tradeoff to be worth it, you can always switch back. I dont really understand the point you are trying to make here.
Updated 6 years ago.
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Well 6 minutes of "computing turn" seems excessive, and the AI is still doing stupid stuff like: not having the shipyard tech researched by turn 211 (normal length game), marching over lava flows repeatedly, and the battle AI in general (units attacking from low ground when they could easily go for the high or middle ground, standing in lava, healing units that are at full health, etc.).
I have never witnessed 6 minute turns and have not received reports of turn times this extreme yet. Its possible that you had a general hangup due to a bug. Do you have the latest version of the paccctch? If the issue is reproducable, sending a save game (without other mods) or a log file could be helpful.
The AI will continue to do stupid stuff, I am patching around stuff as a free hobby project. I am not a professional AI programmer. If you dont find the tradeoff to be worth it, you can always switch back. I dont really understand the point you are trying to make here.
It's most likely because the three biggest AI empires in my game are at war with each other (Wild Walkers, Kappaku, and Morgawr) and my turns are so short. The one that took 6 minutes was a turn where all I did was click next turn as I had nothing to do.
My point was that the only thing better I saw in the AI was diplomacy and empire management, in war they are still easy to beat even in serious difficulty. My current game I was the necrophages and I got a really bad start (game was 8 continents, 8 players, my continent had 4 volcanic regions out of 6 regions, even though the setting was set to "few") and I still beat the Morgawrs armies even though mine were weaker because they kept doing stupid stuff.
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Yeah but what has this to do with the problem at hand? That the AI shouldnt take longer, because its still not smart enough? Because I can tell you right now, the AI will never be perfect, all I can do is improve it bit by bit. War behavior is something I am looking at right now, but it will be an ongoing process. You yourself in the end have to make the decision if the improvements are worth the additional waiting times.
Please do also note, that I can only test changes on my personal rigs. The max waiting times in a lategame scenario I have encountered (when immediatly hitting end turn) were about a minute, so its still possible you encountered a bug (depending how fast your cpu is).
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Sorry if I came off the wrong way, I do appreciate what you're doing. It's just I don't think the game can handle the AI making all these decisions, and I don't understant why the devs won't do much to improve the AI, and leave it for modders to fix. Also here's my system specs: Intel® Core™ i7-8700 Processor 3.20 GHz, turbo up to 4.60 GHz, 16GB RAM, Windows 10 64 bit, NVIDIA GeForce GTX 1060 3GB. And Here's my save file Necrophages - Turn 214.sav
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Sorry if I came off the wrong way, I do appreciate what you're doing. It's just I don't think the game can handle the AI making all these decisions, and I don't understant why the devs won't do much to improve the AI, and leave it for modders to fix. Also here's my system specs: Intel® Core™ i7-8700 Processor 3.20 GHz, turbo up to 4.60 GHz, 16GB RAM, Windows 10 64 bit, NVIDIA GeForce GTX 1060 3GB. And Here's my save file Necrophages - Turn 214.sav
Thank you for the save game, it makes the issue clearer to me. Your rig obviously is very fast and not the issue here.
So here is what happens in vanilla: In the lategame the AI typically will snowball production wise but is not able to capitalize on this since they dont fill their production queues efficiently as I mentioned. My improved production queue algorithms fixed that issue. This however can lead to another phenomenon if a strong AI is boxed in:
The AI being able to actually use its production resources can lead to a serious case of overcrowding. Honestly I dont really know how to solve this issue without gimping the AI intentionally. In my tests the game is usually over around turn 200 at the latest, but since you have this Island map and have deactivated most of the victory conditions, its still going.
One thing I have noticed, is (as you have mentioned) that some empires are locked in on their island and refuse to research shipyard. So they are sitting on this huge pile of troops and cant even use them. I can at the very least do something about that. In my tests giving them shipyard immediatly led to them launching a sizeable offensive. However even with that fix in place I cant really promise massive performance improvements in these super lategame scenarios. Its basically a decision between "do I want the AI to actually be able to use its resources and build massive armies" and "do I want to gimp the AI and prevent it from building massive armies in order to improve lategame performance".
Updated 6 years ago.
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One thing I don't understand is if the Kapaku have that big an army, why don't they march over the ice shelf to get to me? Other than that, yea, please make the AI research shipyards it's a very important tech.
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One thing I don't understand is if the Kapaku have that big an army, why don't they march over the ice shelf to get to me? Other than that, yea, please make the AI research shipyards it's a very important tech.
The war calculation currently ignores ice shleves (they think they cant reach you).
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One thing I don't understand is if the Kapaku have that big an army, why don't they march over the ice shelf to get to me? Other than that, yea, please make the AI research shipyards it's a very important tech.
Side Note: Shipyards is only important during matches where transport over water tiles is required. Pangea or even 2 Continent setups can easily make Shipyard tech ignorable.
One thing I don't understand is if the Kapaku have that big an army, why don't they march over the ice shelf to get to me? Other than that, yea, please make the AI research shipyards it's a very important tech.
Side Note: Shipyards is only important during matches where transport over water tiles is required. Pangea or even 2 Continent setups can easily make Shipyard tech ignorable.
Shipyard tech is only non-important on pangea worlds or games with victory conditions active that don't involve crossing the oceans. So Quest, Elimination, Supremacy, Expansion, and even Wonder victory (certain faction quest may require you to cross water to another continent), they all need shipyard tech in order to be achieved on maps with more than 1 landmass.
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Short update: I included some code that now forces the AI to get the shipyard tech if it is no longer able to expand, there are other continents present and it has at least one coastal city. I have a pretty sizeable patch ready and am basically waiting for the official patch to hit (which will be hopefully soon) so I can port it and release it. Also regarding your game @tommy ... seeing what the other empires have ..man you are so fucked :p
Updated 6 years ago.
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I have personally found that this game is not conducive to island maps and therefore I don't turn them on. You may, of course, play with whatever options you choose.
And also the reason Amplitude doesn't work on this anymore is because they created a game AI where the AI is itself divided into factions...war, economy, government etc. That is very hard to balance for and they had no idea. It took them two plus years of work to get the Roving Clans to stop believing they could go to war with other factions and wasting money on troops.
In the end they just did what they could and moved onto ES 2. Could they have done more? Not without sacrificing. I hope they will never make a game and make the AI afterward again and so far with ES2 they haven't. We will have to wait for an EL 2.
Ahh what the hell, I decided to just release it now! Remember to join my discord channel, if you want to have a chat (Link).
Next to the typical fixes this patch contains two rather large Balance changes.
My own experiences and feedback from experienced players have led me to the conclusion, that war is by far the most efficient way to expand in this game. I think this is mostly the case because in most situations there is no relevant defenders advantage. Defenders advantage is important to ensure weaker empires dont get steam rolled immediatly and snowballing is less prevalent. However because Fortification Armor in this game only applies when a City is directly attacked, Fortification acts mostly as a roadblock and focussing on defensive play is typically a waste of resources. Hence my new (optional) Fortifican rule set. With it activated, defenders no longer have to sit in their city - it makes the offensive use of Fortifications possible! As long as a Battle counts as a City battle, Armies that are on a City District gain the Fortification Armor. Read the changelog and visit this [Link] for more information.
The second big change is the introduction of multiplicative stacking for Production Cost Reduction and Buyout Cost Reduction (xml). These two reductions are highly sought after, and long time ELCP users probably now, that I think them being so important reduces strategical variety. Multiplicative Stacking instead of the old additive rules is my attempt to solve the issue once and for all. These reductions are no longer just added together, but get reduced in effectiveness the more you stack them. This also means that reaching 100% reduction is no longer possible.
For those of you who dont like these changes: The first one is a core file change, but can be deactivated in the pregame options. The second one is an xml-change and gets reverted by my [Vanilla Balance Mod].
Last but not least I'd like to welcome csharp modder morgoth to the list of contributors for ELCP. His superior programming knowledge will be very helpful and hopefully result in even better improvements in the near future :). ELCP may transform into a team effort after all.
Note: Multiplayer saves from older versions are not compatible with newer versions (Singleplayer saves are fine)
Changelog for v2.1.5:
General
Reintroduced my old Advanced World Setting "Replace Inland Seas", since AIs building ships in small ponds was NOT fixed in every case by the latest official patches
by default it is activated, which means ocean tiles without access to fortresses get transformed into inland water tiles on map generation (to prevent ships being build on them)
the feature can be deactivated in the world generation settings
if no fortresses are present, no tiles will be replaced
Fixed Fortification HP not being correctly applied to reinforcements in spectator battles
The first turn of a spectator battle may take a while as a result of my "fix" (I'll try to find a better solution if enough people care about spectator battles)
Fixed an issue where a City's Fortification would be reduces to zero if a contender retreated
Fixed an issue where a unit not being able to join a battle would count a unit that lost all of its Armor when calculating the after-battle Fortification loss
Players can now only dismantle buildings if they have full ownership over a (recently conquered) city
UI
Assimilation effects are now displayed in the tooltip of Villages as well
This should help new players, who have not yet memorized all the assimilation effects
Right- or Middle-Clicking a unit icon in an army list panel now also opens the Unit Designer
Balance [Core files]
Introduced a new optional rule-set for Fortification Armor and when it applies
When creating a lobby, a new game play option is available: "Fortification Rules"
Players can choose between "Classic" (the old rule-set) or "ELCP" (the new default)
Under the old rule-set, Fortification Bonus only got applied, if a city is directly attacked. The defending army and all reinforcements got the Bonus.
Under the "ELCP" rule-set, Fortification gets applied as soon as at least one of the two main contenders is on a City Tile or an Exploitation Tile - it doesnt matter who attacked!
But: Only Armies that are located on a City Tile (District) get the Fortification Bonus! Reinforcements that are not on a City Tile dont get the Bonus!
Reinforcements for City Defenses are therefore weakened, but in turn offensive use of Fortification is now possible!
All in all this should make defensive play a stronger option. Under classic rules, heaving lots of Fortification only delayed the inevitable when being besieged.
Under the "ELCP" rule set, defenders with an inferior army can attack out of their city and turn the tides with that hefty Armor Bonus!
Attackers on the other hand may decide that 400 fortification cultist city is too dangerous, some pillaging will have to do.
Removed the ability to conquer cities and fortresses (whose region are owned by the target) of blackspot victims without declaring war
The morgawr are one of the more powerful factions anyway, and especially roving clans players where essentially powerless against this action
Balance [XML]
Introduced multiplicative stacking for Production Cost Reduction and Buyout Cost Reduction (Buildings and Units)
An example: Empire Plan Science and Industry Level 2 (33%), Behemoth Tamer Level 2 (Wild Walker Governore Skill) 2*12%, 2 assimilated Urces Villaged (10%)
Under the old additive stacking rules, this would result in 33% + 2*12% + 10% = 67% reduction, Buildings only cost 33% of their original value
Under the new multiplicative stacking rules, this results in 1-((1-0.33) * (1-0.12) * (1-0.12) * (1-0.10)) = 53% reduction, Buildings cost 47% of their original value
This means that Stacking these bonuses is less effective the more you do it, and - first and foremost - reaching 100% reduction is no longer possible
This change was implemented to combat the strength of stacking construction cost reduction and buyout cost reduction
Reverted the old nerfs to the Wild Walker governor Skill "Behemoth Tamer" and the "Growing Buildings" quest tech
With the new multiplicative stacking these nerfs are no longer necessary
Reduced the Cost of the "Endless Temple" Victory wonder from 90000 to 72000 (still nerfed compared to Vanilla, but less so)
Reduced the needed amount of a random luxury resource for the second stage of the necrophage faction quest from 20 to 5 and the dust amount from 150 to 100
Necrophages are on the weaker side of the faction spectrum, while their units are strong, their growth and production is slow at the start, and they are dependent on getting some good early fights for boosters and later battleborn
I have found in my games that the time it takes to get that second quest done for the free hero often dictates how succesfull the rest of the game is
Making the quest easier (and more reliable) to achieve should give necros a boost in reliability when it comes to their early game
AI
Improved Unit Designer logic for heroes
AI now ignores the Item Cost of the current design, when comparing with a hypothetical new design (since the cost has already been paid)
AIs will heavily favor Iron Talisman on Generals that slow their army down
Heros will now heavily favor Items that fit their current role (Governors will mostly ignore Army Items, Spies heavily favor scopes etc.)
AIs now take their strategic resource stock into account, when deciding on unit designs, not just their income
AIs are now forced to research shipyard if they can no longer expand and there are multiple continents in the game
AIs are now forced to buy heroes if they sit on money and could use them
Camps are garrisoned more sensible
The AI was very eager to fully man all its Camps, even the ones that were secure in its heartland
The AI now takes into account, how secure a position is so it doesnt waste so many units
fixed an issue where very weak starting units (cultists, morgawr) would sometimes do nothing because they were too scared of exploring
AIs are less likely to join battles when defending empty Villages or Camps
As always many smaller .xml related improvements, among them:
cultists will no longer think "Right of way" helps them connecting their villages with roads
Kapaku now get a strong boost to their willingness to research Camps and their special Stockpiles (when at war)
Forgotten are more likely to research "What's Mine is Mine" if they have active spies
made slight improvements to the offensive battle behavior of ranged units and driders (thanks morgoth!)
Modding
CanFreeEmbark now checks for "FactionTraitSeaDemons1" instead of "AffinitySeaDemons" in order to allow modders to use it for other factions
Autoturn no longer stops on its own when assertions fail or error logs occur, making this command more useful for afk-AI testing (thanks morgoth!)
The god cursor "Spawn allied Army" cheat now spawns an army of the currently selected empire instead of always the first one
Updated 6 years ago.
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This patch contains next to the typical fixes and changes two rather large Balance changes.
My own experiences and feedback from experienced players have led me to the conclusion, that war is by far the most efficient way to expand in this game. I think this is mostly the case because in most situations there is no relevant defenders advantage. Defenders advantage is important to ensure weaker empires dont get steam rolled immediatly and snowballing is less prevalent. However because Fortification Armor in this game only applies when a City is directly attacked, Fortification acts mostly as a roadblock, and focussing on defensive play is typically a waste of resources. Hence my new (optional) Fortifican rule set. With it activated, defenders no longer have to sit in their city - it makes the offensive use of Fortifications possible! As long as a Battle counts as a City battle, Armies that are on a City District gain the Fortification Armor. Read the changelog and visit this [Link] for more information.
This is the smartest idea about balance I never heard about Endless Legend ! A simple change, which changes all. I would like the Devs implement this idae in their balance patch !
Advanges :
- It "ressurect" all the dead techs about fortification. As you explained well, today, there is no defense strategy. Defence = Offence = Having a Big Stack. With this idea, the fortification will really buff units in defence.
- It starts to be more dangerous and costly to go conquering others rivals city, it's maybe better to colonize new cities ! Great thing.
- Spy infiltration become even more usefull than it was, as you can wipe out those deadly fortification.
The second big change is the introduction of multiplicative stacking for Production Cost Reduction and Buyout Cost Reduction (xml). These two reductions are highly sought after because, and long time ELCP users probably now, that I think them being so important reduces strategical variety. Multiplicative Stacking instead of the old additive rules is my attempt to solve the issue once and for all. These reductions are no longer just added together, but get reduced in effectiveness the more you stack them. This also means that reaching 100% reduction is no longer possible.
- Thank you it will reduce the overpowered strategies (Empire plan + Urces + Behemot Tamer etc.) about cost reduction and Buyout Cost Reduction. It's important especially in multiplayer, where sometimes it broke the game balance (a player with 6 urces villages assimilated...).
Reduced the needed amount of a random luxury resource for the second stage of the necrophage faction quest from 20 to 5 and the dust amount from 150 to 100
Necrophages are on the weaker side of the faction spectrum, while their units are strong, their growth and production is slow at the start, and they are dependent on getting some good early fights for boosters and later battleborn
I have found in my games that the time it takes to get that second quest done for the free hero often dictates how succesfull the rest of the game is
Making the quest easier (and more reliable) to achieve should give necros a boost in reliability when it comes to their early game
Another excellent balance action to do. Necrophages really need that to have a second hero earlier. They would need more I think to be more competitive.
Thanks a lot !
I will talk about your mod to the players in multi. :)
Short update: I included some code that now forces the AI to get the shipyard tech if it is no longer able to expand, there are other continents present and it has at least one coastal city. I have a pretty sizeable patch ready and am basically waiting for the official patch to hit (which will be hopefully soon) so I can port it and release it. Also regarding your game @tommy ... seeing what the other empires have ..man you are so fucked :p
I am not sure why a coastal city should be a prerequisite for Shipyard. Cargo Docks I would understand, but not Shipyard. I could have no coastal cities at all but I still might want a Settler to be able to cross an ocean, or some armies to cross an ocean.
In vanilla, I had plenty of games where a faction overseas would declare war on me and then do nothing because they didn't seem to have Shipyard tech unlocked. They would just push a bunch of Armies to their coastline and wait for me to come to them.
The new fortification changes are certainly interesting. There are just some issues I came up with. Aren't Vaulters a bit too good with this change since they can teleport armies into sieged cities? You basically always have to snipe their cities asap now if you want to have any chance.
Also, how does it work if a city you are sieging has an army that decides to attack you and they get reinforced from an another city nearby? Does the reinforcing army get the fortification bonus of the attacking army, the fortification bonus of their own city or no fortification bonus at all?
@Abrasax If an empire has no coastal cities that (most likely) means its surrounded by other empires. I dont think its very likely they will declare war on you if you dont share an island?
Mulzaro wrote:
The new fortification changes are certainly interesting. There are just some issues I came up with. Aren't Vaulters a bit too good with this change since they can teleport armies into sieged cities? You basically always have to snipe their cities asap now if you want to have any chance.
Maybe? Imho Vaulters arent that strong in Comparison - so I'm not too worried about them receiving an indirect buff. Plus there are - ofcourse - workaround possibilities (spies, attacking smaller cities with only limited Districts to park armies on). If its still too much I may do something about that in a later patch.
Also, how does it work if a city you are sieging has an army that decides to attack you and they get reinforced from an another city nearby? Does the reinforcing army get the fortification bonus of the attacking army, the fortification bonus of their own city or no fortification bonus at all?
Reinforcements from "Secondary Cities" wont get Armor since they join "from the field".
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Why do you report Mulzaro?
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Confirmed Addict
LeaderEnemyBoss
Confirmed Addict
17 000g2g ptsReport comment
Why do you report LeaderEnemyBoss?
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