JackAlexanderTR
Chieftain
- Joined
- Nov 22, 2022
- Messages
- 10
So with those changes is it compatible with 4.7.3?It worked just fine in my installation but what do i know smh
So with those changes is it compatible with 4.7.3?It worked just fine in my installation but what do i know smh
Civilization | Component | Fully implemented in DLL | Can AI fully make use of this? | Remarks |
---|---|---|---|---|
America | Monitor | No | Yes | AdjacentCityDefenseMod is unimplemented. |
America | Homestead | No | Coincidentally | AI doesn't know about the tile stealing and may piss off potential friends. |
Arabia | Hashemite Raider | Yes | Yes? | AI doesn't know that pillaging damages adjacent enemies, so they won't pillage just because of that. That said, they're very likely to pillage when it's free. |
Arabia | Bimaristan | Yes | Yes | |
Assyria | Iron Chariot | No | No | |
Assyria | Lamassu Gate | Yes | Yes | |
Austria | Grenzer | No | Yes | AI do marriages anyway, and this is a unique mechanic so no extra incentive is needed. |
Austria | Schützenstand | Yes | Yes | |
Aztecs | Eagle | No | No | |
Aztecs | Huey Teocalli | No | Coincidentally | AI gets golden ages anyway, though there is no extra incentive. |
Babylon | Sabum Kibitum | No | Coincidentally | AI levels up units anyway, but they won't prioritize XP buildings and keep units alive. |
Babylon | E-temenanki | No | Yes | UA should make AI invest more. |
Brazil | Amazonas | No | Coincidentally (leaning on no) | AI should notice the attack refresh on kill, but they won't actively go for it. |
Brazil | Sambadrome | Yes | Yes | |
Byzantium | Dromon | No | Coincidentally (leaning on no) | AI wastes attacks on units that would die on the start of their turn anyway. AI playing against them also has no idea what they can do, and may try to run despite certain death. |
Byzantium | Hippodrome | No | Yes (see remarks) | Everything's passive, but AI won't pick policies/beliefs for WLTKD synergy. They can be taught to do so if this is fully implemented in DLL. |
Carthage | Suffet | No | No | |
Carthage | Tophet | No | Coincidentally | AI does buy a lot of units, but there is no incentive to buy more. |
Celts | Scythed Chariot | Yes | Coincidentally | As with all AOE damage (splash, pilum, overrun, citadel), AI has no idea the unit can do that. |
Celts | Oppidum | No | Yes | AI doesn't know about the +10HP to the nearest city, but it's so minor so whatever. |
China | Baochuan | No | No | |
China | Examination Hall | No | Yes | UA makes their cities grow faster. |
Denmark | Longship | Yes | Yes | |
Denmark | Andelsbevægelse | Yes | Yes | |
Egypt | Mamluk | No | Coincidentally (leaning on no) | AI doesn't know about the +1 move on attack, and so won't plan for a retreat path even if they could. |
Egypt | Nilometer | No | Yes | |
England | Longbowman | Yes | Yes | Broken unit. |
England | Steam Mill | Yes | Yes | |
Ethiopia | Chewa | Yes | Coincidentally | Like all plagues, AI doesn't know about them being inflicted. Especially troublesome for those playing against them. |
Ethiopia | Monolithic Church | No | Yes | AI gets beliefs and policies anyway, and there's no need to prevent them from mixing policy trees since they won't. |
France | SPAD S.VII | Yes | Yes | |
France | Salon | No | No | Not even a human would bother theming buildings manually. |
Germany | Krupp Gun | No | No | AI won't actively find irrelevant units (e.g. civilians) to attack to boost subsequent attacks, nor prioritize killing units on important tiles to pillage them. |
Germany | Bräuhaus | No | Yes | All passive bonuses, except gifting units to CS which the UA incentivizes. Ideology yield types are unlikely to influence ideology choices. |
Greece | Klepht | No | Yes | Combat is inevitable. |
Greece | Agora | No | Yes | As a civ with diplomatic focus, AI already tends to perform more diplomatic missions. |
Huns | Tarkhan | No | Coincidentally (leaning on no) | UNITAI_FAST_ATTACK is not part of a settler escort formation. It's unlikely that the AI would escort with this unit. AI units only pillage for own health and strategic purposes (unless free pillage). |
Huns | Ulticur | No | Coincidentally | There is no incentive to put units near CS when not already aiming to bully/declare war (which removes the gold per turn for a while). |
Inca | Chasqui | No | Coincidentally (leaning on no) | It's extremely unlikely for a scout to be in friendly territory. It should always be exploring unless lured into combat. |
Inca | Qullqa | No | No | AI always does its best to avoid starvation, and if it's not possible, reduce the negative growth rate. But this building wants you to either grow normally or completely ignore food. |
India | Dhanurdhara | No | Coincidentally | AI won't actively pursue kills with this unit. The yield on level up is actually better on high level AI (like the old Dojo), so it may compensate. |
India | Qila | No | Coincidentally | There is no incentive to go for policies/beliefs with higher city strength. |
Indonesia | Djong | Yes | Coincidentally | It's a mobile citadel relying on enemy AI to not know about it and ram it with melee. With no bulk whatsoever. |
Indonesia | Kampong | Yes | Yes | |
Iroquois | Prowler | Yes | Yes | AI still doesn't know about withdraw from melee, so it has troubles playing against this. |
Iroquois | Tadodaho | No | Coincidentally | AI doesn't know that making an Embassy gives more yields than using the unit to gain influence. |
Japan | Yamato | No | No | AI doesn't protect the unit, nor does it focus on sinking it when playing against it. |
Japan | Kabuki Theater | No | Yes | All passive bonuses. |
Korea | Turtle Ship | Yes | Yes | |
Korea | Chaebol | No | Coincidentally | The bonus is passive, but there's no incentive to get more international trade routes to boost the bonus. |
Maya | Holkan | No | Yes | It rewards what recon units do. |
Maya | Pitz Court | No | No | AI never tries to keep its units alive. |
Mongolia | Black Tug | Yes | Coincidentally | Lacking the incentive to pillage. The tactical AI doesn't seem to be able to update the unit's base CS mid-simulation. Might result in overconfidence or underconfidence when attacking and positioning. |
Mongolia | Yassa Court | No | Yes | The leader has high flavors for conquering cities. |
Morocco | Corsair | No | Yes (mostly) | Only lacking the incentive to kill with this unit. |
Morocco | Riad | No | Yes | All passive bonuses. |
Netherlands | Goedendag | Yes | Yes | |
Netherlands | Waag | No | Yes | AI does actively settle for monopolies. |
Ottomans | Great Bombard | No | Yes | AI does not know about the self damage, but it should be okay since AI tends to retreat low health units instead of attacking. |
Ottomans | Tersane | No | Lua hack | AI automatically builds this when a GG/GA is born in or adjacent to a city that doesn't already have one. Which could be optimal, but it might also want the GG/GA for the combat aura instead right now. |
Persia | Qizilbash | Yes | Yes | |
Persia | Pairidaeza | No | Yes | UA gives more and stronger Golden Ages, and incentive to get more. |
Poland | Pancerny | Yes | Yes (mostly) | The only problem is that skirmishers have bad damage. |
Poland | Barbican | No | Coincidentally | AI doesn't know about the garrison attack bonus. There's no extra incentive to garrison a ranged unit. |
Polynesia | Koa | N/A | N/A | It's being replaced. |
Polynesia | Marae | Yes | Yes | Very simple bonus. |
Portugal | Cacador | No | Yes | AI actually is better with this since they get more free levels. |
Portugal | University of Coimbra | No | No | AI can only expend Admirals through Voyage of Discovery, but that belongs to HomelandAI which is run after TacticalAI. All ships get their moves back, but they don't get a chance to move again. |
Rome | Ballista | No | Coincidentally | Sadly, AI doesn't always bring a General to battle. |
Rome | Legion | No | Coincidentally | See above. Thankfully they can build roads and forts now, or they would get a No. BuilderTaskingAI still doesn't know about the conditional work rate changes, so build priority might be negatively affected. |
Rome | Latifundium | No | Coincidentally | AI doesn't know about Figs and the tile claim, and thus won't place this optimally. |
Russia | Licorne | Yes | Yes | |
Russia | Pogost | No | Coincidentally | There's no incentive to get Banking and Architecture since the Stage 2 and 3 buildings aren't considered unique. They might even be avoided since all 3 other unique components are on the lower side of the tech tree. |
Shoshone | Yellow Brow | No | Coincidentally | AI doesn't know there's a conditional +20% CS. Might quit fortifying thinking it will survive when it actually can't. |
Shoshone | Buffalo Pound | No | Yes | |
Siam | Seir Morb | No | No | AI usually uses up all unit movements. |
Siam | Elephant Camp | No | Yes | Bonuses are passive from allying CS, which the UA incentivizes. |
Songhai | Sofa | No | Coincidentally | AI doesn't know there's a conditional +15% CS. Simulations might be off. There's also no guarantee that AI brings this unit along with mounted units to war fronts. |
Songhai | Gumey | No | Yes | Should be fine, as long as AI knows how to optimize trade routes through villages. |
Spain | Armada | No | Yes | Setting the CS on turn start and nowhere else is actually good for the AI. |
Spain | Bullring | No | Coincidentally | AI won't build Public Works unless it's unhappy, but at the same time, WLTKD isn't hard to trigger. |
Sweden | Hakkapeliitta | Yes | Yes | |
Sweden | Bastu | Yes | Yes | |
Venice | Great Galleass | Yes | Yes | |
Venice | Fusta | Yes | Yes | Why does Venice have 5UC? |
Venice | Laguna | Yes | Yes | |
Zulu | InDuna/Isibaya | No | No | AI won't avoid resources or make sure there's a stacking unit when placing a citadel. AI NEVER places a citadel adjacent to enemy units. |
Zulu | Iziko | No | Yes | AI actually is better with this since they get more free levels. |
Tried using this mod, it kept telling me that I needed other mods.
Easy enough to use CvDiplomacyAI::IsPlayerBadTheftTarget().
AI doesn't know about the tile stealing and may piss off potential friends.
It's a building though. Hard to skip. I think it's really a design issue.Easy enough to use CvDiplomacyAI::IsPlayerBadTheftTarget().
Why and why?and it simply never got packaged in as an extra piece of VP, and now I'm kind of glad it didn't.