Buying workers is definitely a valuable strategy to pursue. I don't want to nerf it because it'd improve the value of the alternative - stealing workers. Ideally by keeping worker costs at vanilla values and providing the 2-free-workers policy, the importance of worker stealing on hard difficulty settings will be reduced.
One thing to point out is getting Siege as a first promotion reduces capability to clear out early defenders of an opposing civ. It makes city capture a little easier, but at some of the higher difficulty levels the defender has so many units it's difficult to actually get to the cities. That said, I've been thinking about splitting it into two +20% promotions, similar to the Civ IV "City Raider" promotion line, or just moving it back to Tier 2 promotion status.
Not really sure what we can do about AI ICS. In the same patch Firaxis nerfed ICS they made the AI do it more, which didn't make much sense to me.
UPDATE Unit_ResourceQuantityRequirements
SET ResourceType = "RESOURCE_OIL"
WHERE ResourceType = "RESOURCE_ALUMINUM"
AND NOT (
UnitType = "UNIT_JET_FIGHTER"
OR UnitType = "UNIT_STEALTH_BOMBER"
);
I don't find AI ICS a problem that needs fixing, unless the solution were very nuanced. First, looking at late-game maps shows that not all AI do it. Second, the late game expansion surge - explicitly added by the devs - makes sense to me with regard to settling those islands, etc. Why not build near a resource if your happiness can handle it?
I think this is probably a decent short-term fix. Eventually once you have full dll access, a softer instrument is probably desirable (AI manipulation).By looser spacing, do you mean a minimum city distance of 3?
By looser spacing, do you mean a minimum city distance of 3? I've been thinking about it, though I'll probably wait until after the upcoming public release to experiment with that.
I'm glad gold income is working out well. What are the mult/div variables for citystate influence set to right now for you?
If the spaceship factory consumes oil it's a bug, could you double-check that? I only updated the Unit resource table, so anything else is unintentional:
Code:UPDATE Unit_ResourceQuantityRequirements SET ResourceType = "RESOURCE_OIL" WHERE ResourceType = "RESOURCE_ALUMINUM" AND NOT ( UnitType = "UNIT_JET_FIGHTER" OR UnitType = "UNIT_STEALTH_BOMBER" );
1. Added that to v22
I also changed from .zip to .7z format since I got my shell integration fixed for 7z.
I just saw that buying the 7z app costs $30. I can try it free for 45 days, but will this be the only way to use your mods in the future?
7-zip is opensource: http://www.7-zip.orgI just saw that buying the 7z app costs $30. I can try it free for 45 days, but will this be the only way to use your mods in the future?
3 space city placement is a really hacky solution to the ICSing AI issue
3 space city placement is a really hacky solution to the ICSing AI issue
I'm psyched to see the 3-space city placement mod in effect, and will start a new game sooner as a result. That's the idea, right?
I've been using 3-space for ages and I can confirm that it helps...somewhat. The AI still builds huge empires, but they're less of a cramped-in mass of stupid cities. Overall spacing is a lot better. Sometimes city placement is very odd, like they wanted to build on a sensible-but-still-cramped spot but couldn't, so instead just moved an extra tile away. They're less able to build those rubbish fill-in-the-gaps cities, and it does really hinder them building in the middle of your empire. Does nothing to stop them building on 1-tile islands, of course.
So yeah probably an improvement overall, but I agree it's pretty hacky. Not too bad as a bandaid until Firaxis or someone else improves settling AI.
@Polycrates
I believe they added a feature in a recent patch, where after killing a barbarian in a CSs territory trespassing is ignored for a while. I might be mistaken... if this is not the case I might boost it to 35. The reason I fiddled with influence gain was because of the constant "X has become an ally of Y" / "X is no longer an ally of Y" messages due to the AI completing quests but not subsequently solidifying their relationship. Quests should always give slightly more or less influence than what's required to reach a friend/ally level now.
Buying workers is definitely a valuable strategy to pursue. I don't want to nerf it because it'd improve the value of the alternative - stealing workers. Ideally by keeping worker costs at vanilla values and providing the 2-free-workers policy, the importance of worker stealing on hard difficulty settings will be reduced.
One thing to point out is getting Siege as a first promotion reduces capability to clear out early defenders of an opposing civ. It makes city capture a little easier, but at some of the higher difficulty levels the defender has so many units it's difficult to actually get to the cities. That said, I've been thinking about splitting it into two +25% promotions, similar to the Civ IV "City Raider" promotion line, or just moving it back to Tier 2 promotion status.
That sounds pretty good.There was a suggestion a while back to make UUs obsolete one tier later than their normal-unit counterparts. I haven't implemented this yet. It'll be a buff to the Aztecs when I do, allowing them to build Jaguars until Metal Casting.
Yeah, I sort of feel it ought to still be food/growth related, and that wheat ought to give some sort of smokehouse-like bonus, even if it's more minor. Don't really have any other suggestions though.I agree the Watermill feels like it has many divergent bonuses. I never could really figure out what it's for in the original form either. I think I have an idea on how to focus its role a bit more though... will experiment a bit.