Update 7.5 from 2012-01-06:
http://www.civforum.de/attachment.php?attachmentid=660042&d=1325872516
Assault Infantry now has 12(6)-6-1 instead of 10(5)-5-1
Submarine now has Stealth.
Nuclear Submarine now has Stealth.
Removed the effects of global warming.
Update (7.4 from 2012-01-05, see post later in this thread for changes):
http://www.civforum.de/attachment.php?attachmentid=659402&d=1325718871
Fixed a bug with Leonardos Workshop and Copernicus Observatory to require 5 forges in total instead of 1 forge in the building city.
Duration of Knights Templar has been extended from Steam-Engine to Replaceable Parts.
Towns now can reach a size of 8.
Cities now can reach a size of 14.
Granaries now in addition to their previous effect give +1 Content-Face.
Temples now give 2 Content-Faces up from 1.
Theatres now give 3 Content-Faces up from 2.
Courthouses now give 2 Content-Faces up from 1.
Reason for these changes:
Making the settling-pattern the AI uses more attractive by making it easier to use the tiles in the city-radius more quickly.
I'd like to share my little mod with you:
To see if this could be for you I'm going to explain a little about it.
As the title states the Mods main purpose is to improve the AI.
This is by no means an epic mod that has a lot of stuff. No new media, only a mere biq-file consisting of nothing but rule-changes.
Development on this mod began back then in 2003 when I played Civ 3 a lot. I just recently picked it up again and made some further improvements.
So what did I focus on?
There's 5 fields in which I felt the AI to completely suck in the original game and those are what my mod focused on:
1. Defending rushes
2. Improving tiles
3. Managing corruption
4. Industrialization
5. Handling artillery-units
The measures undertaken to fix those problems are relatively drastic. As it was more important for me to get rid of them than doing it in a nice way.
Let me explain reason and my solution to the various problems:
1. Defending rushes
The biggest reason for the AI to be so bad at defending rushes and performing them on their own were wonders. They would have 4 of their 6 cities trying to build an early wonder even if the cities production and thus the chance of succeeding was very low.
Since wonders are too important for this game I could not simply remove them so I found following solution:
I integrated a new building, the forge. It is available right from Bronze-working, costs 80 shields to produce and 1 gold in maintainance.
Only cities that have built this are qualified to build any of the early wonders.
The AI reacts to that by, well not building it until it feels it's worth it. Which usually is at around 8 shields per turn.
In my games with this mod the first wonders usually weren't built before monarchy/republic. And then only by cities who can build them pretty fast.
To compensate for their later appearance most of the wonders got their expiry date removed or pushed back considerably.
Only one of the wonders was changed completely: The Great Libraby: It now gives 2 Civilization-Advances and a permanent Research-Bonus for the city it was built in.
This change leads to the AI producing way more units and actually usefull infrastructure like barracks and temples early on. Rushing is way harder and the AI with an abundancy of units also is more likely to rush itself. Beware!
2. Improving tiles
The way how the AI improved their tiles was very lackluster. They very often would just choose the bad option.
And how can I affect that? Well, by reducing these options.
Might be hard to get used to but now every tile can only be treated in one way.
This also affects how city-locations should be planned.
Here's how:
Grassland and Plains are limited to Irrigation.
Hills are limited to Mines.
Forrests can no longer be removed but instead also can be mined.
You now can plant forrests in Tundra right away to make these areas more usefull.
The AI will simply do what it can do with each tile and the player has no advantage here since he only can do the very same thing.
3. Managing corruption
Not building Courthouses and placing the Forbidden palace right next to the capital is what the AI did.
How to handle this? Well, I never thought of corruption as a fun game-concept so I removed it alltogether!
All governments were altered slightly to still differ from each other, now that corruption was gone.
I also removed Facism as it did not fill in a role anymore.
I won't go into too much detail here, it basically is like that:
If you want to wage war, you play in Monarchy->Communism.
If you want to build and research quickly you play in Republic->Democracy.
Also note that besides the governments you now no longer can build a new palace. This is to prevent you from cheating on the AI by "prebuilding" a wonder.
Warning: This change has a drastic consequence which should be accepted as it is for anyone playing this mod: Infinite City-Sprawl actually is great strategy. There's absolutely no reason to not do it. Filling in each gap with a city will never be disadvantageous.
4. Industrialization
For some reason the AI sometimes just would not build those damned factories despite the cities being actually quite productive already and would greatly benefit from a factory. This often caused the AIs to fall behind in the industrialization-age and made achieving a military victory in the later stages of the game far easier than it should be.
Here I actually found a fix without changing the rules for the player at all.
By using Flavors I just made the AI love building factories so much that they would just get them immediately in all but the most unproductive cities.
5. Handling artillery-units
The AI was totally inept to use land-artillery-units even remotely as effective as a human could.
I also have not found a way to achieve that.
So what did I do? I removed them completely.
A harsh step but I felt it had to be done.
How did I compensate for this:
The Koreans got a new UU, the Koryo Hwarag, wich is a Longbowman with the same stats as a MI but without requiring iron.
The attack-unit-gap between Cavalry and Tank was bridged by 2 new units:
Assault Rifleman 8(4)-4-1
Assault Infantry 10(5)-5-1
I swapped around a little between the models so it looked more consistent and fitting.
All naval and air-bombard-units now have leathal bombardment for land units!
So, while these 5 aspects covered most of the changes in this mod there were some more minor ones. I do not remember all of them but I'll try:
Marines 14(7)-8-1 and TOW-Infantry 12(6)-14-1 got buffed slightly to not make a player without oil completely chanceless against someone with.
Cruise Missile got buffed as well. With 16x4 It now can take out most units but the very strong ones like Battleship, Modern Armor or Mech-Infantry.
Colosseum now is called Theatre and comes with Philosophy.
Ironclads no longer have their own tech. Instead Railroads have their own tech.
The AIs split up their research via the use of Flavors. However, all of them get vital stuff like Iron-Working, Feudalism, Industrialization, Railroads and Sanitation with high priority.
Irrigating without fresh water now is possible with Construction.
It is no longer possible to rush production in a city by any means. (AI was so eager to kill their own pop and treasury for that even if not really necessary)
Conscription also was removed for the same reason. (Not the tech, which still allows mobilization and Riflemen/Assault Riflemen, only the ability)
Golden Ages were removed. Beeing able to trigger one with an early UU made AI-Boni look like nothing compared to it.
I think that's pretty much it.
Might have forgotton some minor-changes like +25% research required to compensate for the increased RP-output due to the removal of corruption.
My assumption on how this mod affects the difficulty-level of the game would be at around 2 steps. While I'm not the best player out there, I find it to be pretty challenging on Monarch and with a subpar starting-location even Regent was loseable. I've yet to succeed on Emperor and think anything above that might be almost unwinable. (All Stories and AARs I've seen to beat Demi-God and above based around exploiting techniques and AI-weaknesses no longer present in this mod)
So if someone actually dares to try my mod out, feedback would be much appreciated.
Of course the changes as described in this post can also be base for a discussion without having to try it out.
http://www.civforum.de/attachment.php?attachmentid=660042&d=1325872516
Assault Infantry now has 12(6)-6-1 instead of 10(5)-5-1
Submarine now has Stealth.
Nuclear Submarine now has Stealth.
Removed the effects of global warming.
Update (7.4 from 2012-01-05, see post later in this thread for changes):
http://www.civforum.de/attachment.php?attachmentid=659402&d=1325718871
Fixed a bug with Leonardos Workshop and Copernicus Observatory to require 5 forges in total instead of 1 forge in the building city.
Duration of Knights Templar has been extended from Steam-Engine to Replaceable Parts.
Towns now can reach a size of 8.
Cities now can reach a size of 14.
Granaries now in addition to their previous effect give +1 Content-Face.
Temples now give 2 Content-Faces up from 1.
Theatres now give 3 Content-Faces up from 2.
Courthouses now give 2 Content-Faces up from 1.
Reason for these changes:
Making the settling-pattern the AI uses more attractive by making it easier to use the tiles in the city-radius more quickly.
I'd like to share my little mod with you:
To see if this could be for you I'm going to explain a little about it.
As the title states the Mods main purpose is to improve the AI.
This is by no means an epic mod that has a lot of stuff. No new media, only a mere biq-file consisting of nothing but rule-changes.
Development on this mod began back then in 2003 when I played Civ 3 a lot. I just recently picked it up again and made some further improvements.
So what did I focus on?
There's 5 fields in which I felt the AI to completely suck in the original game and those are what my mod focused on:
1. Defending rushes
2. Improving tiles
3. Managing corruption
4. Industrialization
5. Handling artillery-units
The measures undertaken to fix those problems are relatively drastic. As it was more important for me to get rid of them than doing it in a nice way.
Let me explain reason and my solution to the various problems:
1. Defending rushes
The biggest reason for the AI to be so bad at defending rushes and performing them on their own were wonders. They would have 4 of their 6 cities trying to build an early wonder even if the cities production and thus the chance of succeeding was very low.
Since wonders are too important for this game I could not simply remove them so I found following solution:
I integrated a new building, the forge. It is available right from Bronze-working, costs 80 shields to produce and 1 gold in maintainance.
Only cities that have built this are qualified to build any of the early wonders.
The AI reacts to that by, well not building it until it feels it's worth it. Which usually is at around 8 shields per turn.
In my games with this mod the first wonders usually weren't built before monarchy/republic. And then only by cities who can build them pretty fast.
To compensate for their later appearance most of the wonders got their expiry date removed or pushed back considerably.
Only one of the wonders was changed completely: The Great Libraby: It now gives 2 Civilization-Advances and a permanent Research-Bonus for the city it was built in.
This change leads to the AI producing way more units and actually usefull infrastructure like barracks and temples early on. Rushing is way harder and the AI with an abundancy of units also is more likely to rush itself. Beware!
2. Improving tiles
The way how the AI improved their tiles was very lackluster. They very often would just choose the bad option.
And how can I affect that? Well, by reducing these options.
Might be hard to get used to but now every tile can only be treated in one way.
This also affects how city-locations should be planned.
Here's how:
Grassland and Plains are limited to Irrigation.
Hills are limited to Mines.
Forrests can no longer be removed but instead also can be mined.
You now can plant forrests in Tundra right away to make these areas more usefull.
The AI will simply do what it can do with each tile and the player has no advantage here since he only can do the very same thing.
3. Managing corruption
Not building Courthouses and placing the Forbidden palace right next to the capital is what the AI did.
How to handle this? Well, I never thought of corruption as a fun game-concept so I removed it alltogether!
All governments were altered slightly to still differ from each other, now that corruption was gone.
I also removed Facism as it did not fill in a role anymore.
I won't go into too much detail here, it basically is like that:
If you want to wage war, you play in Monarchy->Communism.
If you want to build and research quickly you play in Republic->Democracy.
Also note that besides the governments you now no longer can build a new palace. This is to prevent you from cheating on the AI by "prebuilding" a wonder.
Warning: This change has a drastic consequence which should be accepted as it is for anyone playing this mod: Infinite City-Sprawl actually is great strategy. There's absolutely no reason to not do it. Filling in each gap with a city will never be disadvantageous.
4. Industrialization
For some reason the AI sometimes just would not build those damned factories despite the cities being actually quite productive already and would greatly benefit from a factory. This often caused the AIs to fall behind in the industrialization-age and made achieving a military victory in the later stages of the game far easier than it should be.
Here I actually found a fix without changing the rules for the player at all.
By using Flavors I just made the AI love building factories so much that they would just get them immediately in all but the most unproductive cities.
5. Handling artillery-units
The AI was totally inept to use land-artillery-units even remotely as effective as a human could.
I also have not found a way to achieve that.
So what did I do? I removed them completely.
A harsh step but I felt it had to be done.
How did I compensate for this:
The Koreans got a new UU, the Koryo Hwarag, wich is a Longbowman with the same stats as a MI but without requiring iron.
The attack-unit-gap between Cavalry and Tank was bridged by 2 new units:
Assault Rifleman 8(4)-4-1
Assault Infantry 10(5)-5-1
I swapped around a little between the models so it looked more consistent and fitting.
All naval and air-bombard-units now have leathal bombardment for land units!
So, while these 5 aspects covered most of the changes in this mod there were some more minor ones. I do not remember all of them but I'll try:
Marines 14(7)-8-1 and TOW-Infantry 12(6)-14-1 got buffed slightly to not make a player without oil completely chanceless against someone with.
Cruise Missile got buffed as well. With 16x4 It now can take out most units but the very strong ones like Battleship, Modern Armor or Mech-Infantry.
Colosseum now is called Theatre and comes with Philosophy.
Ironclads no longer have their own tech. Instead Railroads have their own tech.
The AIs split up their research via the use of Flavors. However, all of them get vital stuff like Iron-Working, Feudalism, Industrialization, Railroads and Sanitation with high priority.
Irrigating without fresh water now is possible with Construction.
It is no longer possible to rush production in a city by any means. (AI was so eager to kill their own pop and treasury for that even if not really necessary)
Conscription also was removed for the same reason. (Not the tech, which still allows mobilization and Riflemen/Assault Riflemen, only the ability)
Golden Ages were removed. Beeing able to trigger one with an early UU made AI-Boni look like nothing compared to it.
I think that's pretty much it.
Might have forgotton some minor-changes like +25% research required to compensate for the increased RP-output due to the removal of corruption.
My assumption on how this mod affects the difficulty-level of the game would be at around 2 steps. While I'm not the best player out there, I find it to be pretty challenging on Monarch and with a subpar starting-location even Regent was loseable. I've yet to succeed on Emperor and think anything above that might be almost unwinable. (All Stories and AARs I've seen to beat Demi-God and above based around exploiting techniques and AI-weaknesses no longer present in this mod)
So if someone actually dares to try my mod out, feedback would be much appreciated.
Of course the changes as described in this post can also be base for a discussion without having to try it out.
), except of 1, half of 3 & 5 (according to the post #1).