philipschall
Warlord
- Joined
- Aug 14, 2009
- Messages
- 221
Personal note:
This is why for over the past year and a half the Civics have not adopted these methods. If the AI is stunted by a Civic option change, no matter if the Player can overcome it, it will not be used by me in my continuing work on Civic balance.
Thanks! I think I just found a way that wouldn't cripple the AI, though. By using <iCivicPercentAnger> in civics, you can have civics that have super low maintenance costs but super high happiness costs from overpopulation. The civics with lower <iCivicPercentAnger> would in turn have escalating maintenance costs, making it very hard to have big cities in the late game without paying through the nose, while simultaneously giving a happiness sink! I'll test this out...