Minor Annoyance
Deity
I've finished writing the 'template' model of each of the six personalities, so the next step is to copy them into the leaderheads file for each leader, and then tweak them individually for each race.
I've finished writing the 'template' model of each of the six personalities, so the next step is to copy them into the leaderheads file for each leader, and then tweak them individually for each race.
There's nothing I can see to do that in the leaderheads fileAlso I was wondering, I noticed that if an AI hates you they won't trade with you unless you offer a really good deal for them. If they are cautious they will pretty much make a 1:1 trade. Is it possible to change that so only friendly AIs make a 1:1 trade, maybe 1:1.5 for pleased, 1:2 for cautious, etc (or 1:1 friendly, 1:1.25)?
There are some ways to deal with that. There's a setting where leaders with stop trading you tech when you've gotten a certain number of techs from trades, but most people hate that and some mods remove it from the game. It's "We Fear You Are Becoming Too Advanced" or WFYABTA.Currently I think it is way to easy to trade with the AI and you can get every tech available pretty easy. Especially if you get some of the more useless techs then go down the list of AIs and get several more things from that useless tech.
Turning on no tech brokering is another way.
When you finish the file would you mind if I included it in the "minimod" so it can be tested with my latest changes? (mostly with the new flavors on the tech tree).
However since having open boarders is one of the easy ways to improve relations, it possible that it's too high and few leaders will like each other enough to ever have open boarders, except the Humans who are well liked by everyone, and the Gnolam who will trade with anyone.
Do you have plans to update this file as suggestions are made?
P.P.P.S. I think it may be because of Humans' +7 to relations. Overall humans are too strong. I guess their bonus should be cut to +25% instead on +50, and attitude to +3 or about that.
P.P.P.P.S. It looks like Silicoid's -7 to relation do not work on humans for some reason. They are always pleased. Or maybe it's a 1-sided "-7"?
I just tested and +7/-7 for some reason do not cancel each other. If I play as humans, silicoids are pleased without visible modifiers.
Also I didn't use fighters at all (beelined Titan) but I think AI bombarded me with them. What would be nice is replacement of Fighters' bombardment with high withdrawal rate (and maybe additional engine "promotions" to increase it). Bombardment feels like a "long range" attack, because it doesn't bring retaliation. I'd rather want to see fighters dogpiling battleships and retreating with damage to repair, it would suit the way they are supposed to "work" (mass on a big ship, get some casualties, fly away).
There's something weird with AI: this is the second game where AI for no reason ask me to accept them as vassals in first 15 turns. Also it is another reason to move vassal states further in the tech tree .
First time it was silicoids, 2nd time Darlok.
P.S. Started 3rd game and vassalized AI by my own will. 2 civs at once >.<. 20th turn. Darlok and silicoid again.
P.P.S. Turn 27 now. Bulrathi asked to be my vassal too....
Spoiler :
P.P.P.S. I think it may be because of Humans' +7 to relations. Overall humans are too strong. I guess their bonus should be cut to +25% instead on +50, and attitude to +3 or about that.
P.P.P.P.S. It looks like Silicoid's -7 to relation do not work on humans for some reason. They are always pleased. Or maybe it's a 1-sided "-7"?
Now I'm one step ahead of you: I've changed around the Human/Psilon/Gnolam race bonuses around a bit for v. 5.0.
I just tested and +7/-7 for some reason do not cancel each other. If I play as humans, silicoids are pleased without visible modifiers.
Great idea. MOO2 had quite different mechanics from Civ4 and it had no changeable "civics" at all. In civ4 mod it would be nice to have those governments of MOO2 as starting points and then be able to move from them.I'll state again my plan to have MoO2 governments as civics and have the races that had it start with it available plus other advantages with it but still have others researchable. So at some point there will be humans starting with democracy, but laters Psilons and Gnolam may switch to it too, and humans would have federation available. But I have some other things to do first.
Cool! I didn't know you had this plan in mind, I had a few ideas I wanted to try out with this, I'll share them here so they can be seen and used if good.I'll state again my plan to have MoO2 governments as civics and have the races that had it start with it available plus other advantages with it but still have others researchable. So at some point there will be humans starting with democracy, but laters Psilons and Gnolam may switch to it too, and humans would have federation available. But I have some other things to do first.