Hi, I was looking thru the source of this mod (Version 9)
Looking at this line in Gameplay.sql :
It looks like it has the effect on Deity level of actually decreasing the AIs starting workers, which at that level is
(By comparison, the line has no effect on Immortal where the AI already starts with 1; it's Emperor and below in which the update statement causes a boost)
Also, in the sql files I'm seeing a lot of statements that just update the XML values of existing fields; wouldn't it be better to have those changes in your XML file?
Also, I find that in base game the AI has tons of cash just sitting there on Emperor and above; it doesn't need any discounts to upgrade units; all that does is increase the amount of cash they have doing nothing. (Note that it isn't lack of cash that stops the AI for cash buying units; it's instead that it's been coded NOT to cash buy units at all unless its military advisor says its way behind; better results would be had by modding that part of the AI logic)
That's a bit too much; at that rate it only takes 1 turn to repair a pillaged tile which (if the AI were actually aware of it) lead to war time repair for healing by pillage
And these three:
I think that would be better set at a per difficulty level. In fact in case of AIConstructPercent;
1. What's listed is based game Emperor level and so this has the effect of reducing the handicap from base game for Immortal & above while at the same time increasing it at King and below.
2. There is already in the AIDefaultHandicap block this variable:
BuildingCostPercent. Remember that AIBuildingCostPercent from the human level gets multiplied by it.
Also I looked thru and didn't see anything changing either of these variables that give the AI a couple of handicaps within the AIDefaultHappiness section:
Happiness:
Science:
Cultural policies:
I'm not necessarily saying that the mod should change them (in fact the AI definitely needs that research bonus), but it's not 100% accurate to say AI is on even happiness yet with the human on this mod yet.
Looking at this line in Gameplay.sql :
Spoiler :
UPDATE HandicapInfos SET AIStartingWorkerUnits = 1;
It looks like it has the effect on Deity level of actually decreasing the AIs starting workers, which at that level is
Spoiler :
<AIStartingWorkerUnits>2</AIStartingWorkerUnits>
(By comparison, the line has no effect on Immortal where the AI already starts with 1; it's Emperor and below in which the update statement causes a boost)
Also, in the sql files I'm seeing a lot of statements that just update the XML values of existing fields; wouldn't it be better to have those changes in your XML file?
Also, I find that in base game the AI has tons of cash just sitting there on Emperor and above; it doesn't need any discounts to upgrade units; all that does is increase the amount of cash they have doing nothing. (Note that it isn't lack of cash that stops the AI for cash buying units; it's instead that it's been coded NOT to cash buy units at all unless its military advisor says its way behind; better results would be had by modding that part of the AI logic)
Spoiler :
UPDATE HandicapInfos SET AIWorkRateModifier = 50;
That's a bit too much; at that rate it only takes 1 turn to repair a pillaged tile which (if the AI were actually aware of it) lead to war time repair for healing by pillage
And these three:
Spoiler :
UPDATE HandicapInfos SET AICreatePercent = 80; -- projects
-- To compensate the AIs poorer construction decisions
UPDATE HandicapInfos SET AIConstructPercent = 75;
UPDATE HandicapInfos SET AIBuildingCostPercent = 75;
-- To compensate the AIs poorer construction decisions
UPDATE HandicapInfos SET AIConstructPercent = 75;
UPDATE HandicapInfos SET AIBuildingCostPercent = 75;
I think that would be better set at a per difficulty level. In fact in case of AIConstructPercent;
1. What's listed is based game Emperor level and so this has the effect of reducing the handicap from base game for Immortal & above while at the same time increasing it at King and below.
2. There is already in the AIDefaultHandicap block this variable:
BuildingCostPercent. Remember that AIBuildingCostPercent from the human level gets multiplied by it.
Also I looked thru and didn't see anything changing either of these variables that give the AI a couple of handicaps within the AIDefaultHappiness section:
Happiness:
Spoiler :
<NumCitiesUnhappinessMod>90</NumCitiesUnhappinessMod>
<PopulationUnhappinessMod>90</PopulationUnhappinessMod>
<PopulationUnhappinessMod>90</PopulationUnhappinessMod>
Science:
Spoiler :
<ResearchPercent>85</ResearchPercent>
Cultural policies:
Spoiler :
<PolicyPercent>75</PolicyPercent>
I'm not necessarily saying that the mod should change them (in fact the AI definitely needs that research bonus), but it's not 100% accurate to say AI is on even happiness yet with the human on this mod yet.