In my latest game (Dutch, low likeness, large map), I started with no expansion civic selected. (selecting subjugation would cause anarchy). Is this intended?
What is the effect of this on stability? I only have 2 cities yet so my stability is fine but I can choose subjugation during my next...
Wow, I'm playing a very similar game with the Dutch right now. No religion at all in Europe. Christian holy city seems to have been razed. Is this possible?
I'm looking for a standard or large size earth map, ideally without any resources, goodies, etc. Unfortunately, huge maps dont work well with my computer.
Thanks!
A general problem for Civ AI, not limited to FFH, is that it doesn't counter-attack on defense. And it doesn't prepare for this kind of defense by having collateral damage or retreat promoted units. I suspect correcting this can have a great impact on AI competitiveness.
Also, pillaging is...
I played BBAI for the first time after a while last weekend and here are my observations. Not everything I list is necessarily "questionable" but I had a hard time deciding where to post so forgive me.
This was a Prince game, normal speed, a standard size-pangea-like custom map, standard...
Perhaps Mercurians should only get good guys killed by evil guys. These souls come back to Erebus for revenge. If a good guy dies of a heart attack or gets killed by Basium, he doesn't become a Mercurian.
AI quick fixes: I think these changes would help AI a little and are probably not too difficult to implement (though, I'm not a programmer).
1. Build more catapults, keep at least 1 in every city, don't attack until enemy's stack is adjacent. Catapults are the great equilizers.
2. Emphasize...
This wouldn't work, spreading religion with disciples is beyond AI's ability. If there is no passive spread, it will be entirely up to the human player to spread the religions as he pleases.
I agree that open borders and trade routes should have more influence on religion spreading. Also, I...
I think there should be no stability map in RAND. What is the point anyway, this is no longer historical since its a random map. Every city should cause a little bit stability decrease, perhaps more after a threshold number of cities to penaltize huge empires.
There are still two modifications that I would love to see (but they won't happen, I know):
1. A "Conquest with Mali" version in which AI can build more units and plays more aggressively but the player doesn't have to expand historically. UHVs were the greatest idea ever but I agree that they...
Here is what I gathered from all the replies:
Tier-1:
Death, Fire, Enchantment
Tier-2:
Mind, Air, Water, Earth, Metamagic
Tier-3:
Body, Ice, Law
Tier-4:
Chaos, Spirit, Life
Tier-5:
Entropy, Nature, Shadow, Sun
Hmmm, never tried this. Is this an intended feature or some kind of exploit? Since the AI cannot even figure out building mana nodes, this tactic would be forever out of AI's reach. I kinda feel like it is cheating to use some tactic against the AI if AI could never ever use that.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.