TALL EMPIRE by BINARYGOD (JAEMz)
A mod to increase the AI's tendency towards taller, more fully developed empires & to mitigate ICS.
Why Did I Create This Mod?
I got VERY tired of facing nothing but a bunch of wide, ICS-style empires with inadequate defenses and infrastructure. It made taking them down a grind where it felt less like you were going after another civilization and more like just a cpu-controlled puppet playing by a completely different rule set.
What Does This Mod Do?
- Removes the ability to city-spam
- Decreases the AI's desire to create wide empires
- Improves the overall infrastructure of AI empires
- Increases AI militarization
- Greatly increases AI city defenses
v1.0
v2.0
Compatibility:
- Designed to work with latest patch (Feb/March 2011) and all DLC
- CCMAT v11 - Combined Civilization's Mods and Tweaks by Jooyo
- WWGD v6 - What Would Ghandi Do (AI Rebalancing Mod) by Sneaks
- Any mod affecting or adding to the UI...
- And mod affecting or adding new units, building, wonders, etc...
- Any mod affecting or adding to the tech tree or social policies...
Possible Conflicts:
- Any mod that affects the Leader_Flavors sql table
- Any mod that affects the AIGrandStrategy_FlavorMods sql table, and where those changes are important to it
- If your unsure if a mod is compatible, just ask and I shall look into it for you!
NOTICE: You can now download Tall Empire from the in-game mod browser; search for "tall empire"
Special Thanks: Civfanatics user Bibor for his 'Diplomacy by numbers' thread, and the entire Civ V mod community!
A mod to increase the AI's tendency towards taller, more fully developed empires & to mitigate ICS.
Why Did I Create This Mod?
I got VERY tired of facing nothing but a bunch of wide, ICS-style empires with inadequate defenses and infrastructure. It made taking them down a grind where it felt less like you were going after another civilization and more like just a cpu-controlled puppet playing by a completely different rule set.
What Does This Mod Do?
- Removes the ability to city-spam
- Decreases the AI's desire to create wide empires
- Improves the overall infrastructure of AI empires
- Increases AI militarization
- Greatly increases AI city defenses
v1.0
Spoiler :
- Only one settler can be active/under-construction at any given time, per AI or player empire
- AI Empire 30% less likely to go wide if likelihood above 80% by default
- AI Empire 20% less likely to go wide if likelihood from 50% to 80% by default
- AI Empire 10% less likely to go wide if likelihood from 20% to 40% by default
- AI 20% more likely to build improvements (buildings) in each of its cities
- AI 20% more likely to improve land tiles
- AI 20% more likely to improve sea tiles
- AI 20% more likely to make land, sea and building improvements that will aid in population growth
- AI 20% more likely to build military units
- AI 20% more likely to build city defenses and use garrisons
Note: By stating "20% more/less likely" I am stating that the rating, represented in the database by integers from 1 to 10, has been incremented/decremented twice. value=value+2 or value=value-2...
Example: If leader A has an expansion rating (how likely they are to expand/how wide their empire will end up by 2050) of 8 by default, this mod will alter that value to be 6. A 80% likelihood becomes 60%...
- AI Empire 30% less likely to go wide if likelihood above 80% by default
- AI Empire 20% less likely to go wide if likelihood from 50% to 80% by default
- AI Empire 10% less likely to go wide if likelihood from 20% to 40% by default
- AI 20% more likely to build improvements (buildings) in each of its cities
- AI 20% more likely to improve land tiles
- AI 20% more likely to improve sea tiles
- AI 20% more likely to make land, sea and building improvements that will aid in population growth
- AI 20% more likely to build military units
- AI 20% more likely to build city defenses and use garrisons
Note: By stating "20% more/less likely" I am stating that the rating, represented in the database by integers from 1 to 10, has been incremented/decremented twice. value=value+2 or value=value-2...
Example: If leader A has an expansion rating (how likely they are to expand/how wide their empire will end up by 2050) of 8 by default, this mod will alter that value to be 6. A 80% likelihood becomes 60%...
v2.0
Spoiler :
- AI now 100% likely to build city defenses
- Fixed bug where the game engine (and select parts of other mods) altered values critical to this mod based on what type of win the AI was going for (compatibility unaffected)
- Fixed the bug where changes were affecting barbarians, which made them behave similar to their "raging" level, for a regular playthrough
- Fixed bug where the game engine (and select parts of other mods) altered values critical to this mod based on what type of win the AI was going for (compatibility unaffected)
- Fixed the bug where changes were affecting barbarians, which made them behave similar to their "raging" level, for a regular playthrough
Compatibility:
- Designed to work with latest patch (Feb/March 2011) and all DLC
- CCMAT v11 - Combined Civilization's Mods and Tweaks by Jooyo
- WWGD v6 - What Would Ghandi Do (AI Rebalancing Mod) by Sneaks
- Any mod affecting or adding to the UI...
- And mod affecting or adding new units, building, wonders, etc...
- Any mod affecting or adding to the tech tree or social policies...
Possible Conflicts:
- Any mod that affects the Leader_Flavors sql table
- Any mod that affects the AIGrandStrategy_FlavorMods sql table, and where those changes are important to it
- If your unsure if a mod is compatible, just ask and I shall look into it for you!
NOTICE: You can now download Tall Empire from the in-game mod browser; search for "tall empire"
Special Thanks: Civfanatics user Bibor for his 'Diplomacy by numbers' thread, and the entire Civ V mod community!