Recent content by PYITE

  1. PYITE

    Really Hope There's an Undo Button in Civ7

    For those who haven’t played Old World: The undo button is optional Random seeds can be locked or unlocked or in game setup Locked random seed fixes what event will be given from a goody hut regardless of what turn you get it. Reloading from a save will lose all memory of previous moves...
  2. PYITE

    [NFP] [1.0.7.9] Ayutthaya gives 60% culture instead of 10%

    I had a recent game where I had suz of Ayutthaya for most of the game. I can confirm that I was getting 60% of production cost as culture for every building completed. At first I thought it was 40% and building cost referred to gold price but when I looked closer 6x seemed most likely...
  3. PYITE

    "Legendary starts"

    Standard start - map is generated, civs are placed at acceptable locations (meets min fertility and min distance to majors and minors) and no extra resources added to map. balanced - same as standard but every start location has strategic resources added to it. legendary - same as standard...
  4. PYITE

    [GS] Introduction and q about start seeds

    Restarting doesn’t remove civs start bias. The game reloads those settings during each restart. Balanced start only pertains to strategic resources. This definitely works well but you don’t realize it unless you play long enough to research the appropriate techs. Hidden resources are still...
  5. PYITE

    Mod For More AI Units

    Their aggression is mostly based on military strength differences. Some civs have favored/non favored CBs. The numbers at the bottom of that same yields file talking about city strength are used to determine if/which cities they should attack and be able to capture.
  6. PYITE

    Mod For More AI Units

    Steam-steamapps- common- civ VI - base - assets- gameplay - data - yields.xml Increase the values for unit combat and standing army number. I recommend changing the values and watching some auto play to see the balance. You don’t want to go to high or the AI will neglect building important...
  7. PYITE

    Mod For More AI Units

    Increase the military pseudoyield in the yields file
  8. PYITE

    [GS] Rock Band Discussion

    Ed is a Deadhead!!! https://goo.gl/images/NFWsG4
  9. PYITE

    [R&F] Setting Barbarian Turn Count

    It’s part of the YnAMP mod. It lets you set what turn barb camps can start spawning on. You can play vanilla maps with the mod on. https://forums.civfanatics.com/forums/yet-not-another-maps-pack.573/
  10. PYITE

    What difficulty does Autoplay AI use?

    I’m pretty sure at difficulty above Prince the human player is at prince and the other AI will be at whatever difficulty you select. The difficulty levels scale up or down from Prince, which is the designated neutral (no bonus) level. Below Prince the Human will have extra bonuses and the AI...
  11. PYITE

    AI double attacks

    This logic suggests that the cede system is working as designed as well. The main problem with joint war is that the AI who accepts the offer is not taking into account the full impact of the action and is not valuing it correctly because there is a major disconnect between AI diplomacy and...
  12. PYITE

    [R&F] AI Pantheon choices

    Emperor, Immortal and Deity AI opening moves significantly changed with RF. They used to get all bonus settlers on turn 1 and go from there, but now they only get their extra settler(s) once they have settled a city. The extra starting warriors tend to stay close to their settler and not go out...
  13. PYITE

    What are the most useful wonders?

    I always plan for a Colosseum spot. With Magnus it’s pretty easy to chop it in around turn 70 and have it impact at least 6 cities giving a huge culture and amenities boost to your civ.
  14. PYITE

    Yield Bias Typo fix

    Thanks for the help, I’m still learning SQL. I think I’ll leave this mod as is because there is no difference in it’s affect and I don’t want to confuse people with alternate versions. If you want to see a more significant change in AI behavior, such as building larger militaries and focusing...
  15. PYITE

    [R&F] Golden Age Harbor + EC Science

    https://forums.civfanatics.com/threads/old-abilities-with-new-synergies-in-r-f.628665/page-2#post-15047772 As demonstrated by @Victoria the RNDY makes this strategy even better.
Back
Top Bottom