Yes... I have felt similarly- but instead I made it more possible for the player to get Policies in general and thus raised the number to 6 full tree policies, in order to build the Utopia project. Otherwise, with my settings, the AI easily goes that route... Funny thing, the AI almost NEVER can...
ok, won't spam too many more screenshots, but thought this last test was interesting / worth sharing...
same variables as described last: vanilla Drop Off and Min_Range... 60 Distance, flipped Ring emphasis... 100 turns Autoplay
*Notice the Norse have 4 cities: 2 split into 2 groups and...
good question :) I happened to notice that myself, in case it was worth including when taking the screenshots...
but no, that is actually a City-State with a similar color (Kutaisi, btw... my European Mod includes Colchis/Georgians :goodjob:)
OK... a little wrong on the SETTLER EVALUATION DISTANCE - at high values it seems pretty nifty, but there is definitely a fine balance... did some more experimenting and I've noticed some interesting 2-part (split with another civ between) empires... with SETTLER_EVALUATION_DISTANCE @ 80...
create a SQL file in Modbuddy... then add:
UPDATE Technologies SET Cost=Cost*2
much less tedious, eh?
all of the code is compiled into a single database structure, so you don't need to write anything else (thus why SQL is considered best for doing consistent changes with little code)...
yeah, it's true... still not much changed from the MIN RANGE :p
it seems like there's not much can be done without drastic overreaction by the AI...
BUT, I find that the behavior with the rings is that they try to place themselves more often next to resources, rather than JUST the 3...
OK, I have updated my last post with some screenshots... and some ones to compare below
____
I have discovered that these variables do not seem to be necessary for the successful ICS-spacing I have been observing (thus I am thinking of not changing them in the future, in case they have...
wakey wakey - <BUMP>
:( well, I was disappointed with my last discovery- because it was not enough...
it seems that my good experience / results was either random or placebo / confirmation bias or a combination :) of course, it could be that the variables helped but it was still not...
Perhaps the reason that my Mod is getting results with the values I stated- is because I have greatly improved all non-luxury Food-type resource tiles with +3 total (various Food/Production/Gold) to make them more interesting and worthwhile to settle next to, since they cannot be traded... so...
Thank god you started this thread! :goodjob:
This seems to have done the trick for me (only been able to test it for one game, but OMG did it make a difference):
GlobalAIDefines.xml
<Update>
<Set Value="50" /> (instead of vanilla-POSTpatched value of 75)
<Where...
Bomber escort- thank you for that list! very helpful.
FYI- I noticed with the recent patch, that they changed the attributes naming in the Leaders table... the WorkAgainst / Willingness is now named:
<DenounceWillingness>6</DenounceWillingness>
<DoFWillingness>6</DoFWillingness>
2...
For those of you who mod / tinker and have had recent frustration such as myself with the new patch...
I discovered that my new .dds errors were because the new verison of Modbuddy with the patch, which now adds a 'Property' (bottom right for most people) on files / art, Import into VFS ...
i was wondering if anyone else has been working with custom Civilization icons in reference to the AlphaIconAtlas attribute in the Civilizations.xml where all the custom civ attribute declarations go... AlphaIconAtlas is right next to IconAtlas and it is NOT the same file (which nobody seems to...
doesn't it suck that no one cared to answer this post?
oh well... this is my first post for civ5 :) because I feel your pain... stupid undocumentation
so... i had this same problem, where new units didn't have any cost and said 'FREE' even though i did all the definition in the Units.xml...
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