Yeah. I've forbidden the German AI from disbanding their units completely and they do much better now, maybe the game needs a general rule that stops the AI from disbanding units the first few turns after its spawn, so it can keep its starting units to defend itself against its neighbors (that's important for late starts). Maybe they'd even be completely exempted from unit upkeep costs for this period.The Turks sometimes do that too, both in DoC and in
original RFC. It rarely results in them being conquered by the AI, though.
I've noticed you like to build few super cities in Europe, I'm intentionally working to prevent that. Part of my problem with Germany in RFC vanilla is that its start encouraged this behavior.One more thought i checked the HRE/Prussia quickly, and i don't like the changes very much But i guess i just have bad luck in this case... Wien completely spoil the central Europe area and render it useless by my standards; nearest good cities are Reval and Kiev (instead of Danzig / Budapest) i will have to play some other civ like Russia, they have some space to build good cities
Maybe, maybe not, it's hard to say. Most current problems are not directly related to what K-Mod would fix, so I would have to deal with them either way.Hopefully with the implementation of K-Mod we will see allot of these problems fixed (or created) what with AI England and whatnot finaly being able to wage war across the seas and run naval invasions. Considering the AI is the fundemental aspect of the game, I guess we can expect DoC to completely evolve by the time we have K-Mod intergrated, since there will be so many new variables created and smarter decisions at the AI's disposal. Infact, wouldn't it be wise to focus on implementing K-Mod first? I mean, won't all these changes your making to balance the AIs just be rendered obolete once they start acting smarter in general and causing different problems?
Also, it's the largest pending change so I'd prefer to do it in the end.