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Fixed compatibility with Vanilla + Rise&Fall
Fixed the 5 gold gifts bug
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Marked Compatible with Gathering Storm
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Updated for Gathering Storm, small balancing changes
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- Small increase in campus/ commercial/harbor district desires
- Small reduction in unit production
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- Made fully compatible with the expansion (and it should still work if you don't have it)
- Added unique behavior (build preferences etc.) to all the expansion and DLC leaders
- Deepened the uniqueness of unique behavior, militaristic civs are now more likely to attack, industrial civs will now prioritize techs like apprenticeship, etc.
- Reduced early city state rushes somewhat through making city states build more units early
- Tuned aggression a little. Average aggression should be about the same as in vanilla, but there should be some more focused aggression (when a civ feels strong, militaristic civs, more lategame wars, higher difficulty levels)
- Reduced late game settling somewhat
- Made some changes that hopefully reduce civs eagerness to make peace
- Removed some a change that made units less careful, as it's no longer needed for the AI to conquer cities.
- Slightly changed what civs prioritize econ wise due to changed balance
- Fixed settling behavior on water maps for difficulties below emperor
- Summer patch related fixes to expansion and warlike behavior
- Fixed debug names showing up
Changes are:

- Made compatible with the Australia patch, including the new aircraft behavior
- Removed all game changing effects as they weren't necessary anymore
- Removed some settling behavior tweaks that were now decreasing performance
- Some parameter tuning, among which increased aircraft and campus desires.
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- Significantly increased AI ability to take both unwalled and walled cities through the following changes:
- They get much less distracted by enemy units and don't run all over your territory
- They won't retreat nearly as fast
- They'll now usually bring the correct siege weapons necessary
- Fixed a bug that made it very unlikely for late-game city attack operations to start.
- These changes mean civs will now occasionally end up completely taking over entire other civs and can sometimes take lategame cities.
- Changed some problems with low settle-speed in v8
- Reverted the change that allowed barbarian scouts to take civilians as it was affecting AIs way too much
- Further rebalancing on building priorities etc.
- Made it so they end up slightly friendlier overall (without decrease in wars, just slightly more green faces)
- Made fully compatible with the winter patch
- Large changes to how production desires work after realizing a flaw in earlier versions. This'll make the AI adjust to some aspects like war/peace much better.
- More districts and better early game religion rush compared to previous versions
- Amount of cities settled made more appropriate, especially for prince and below
- AI less likely to retreat its combat units
- Solved some issues with settler behavior, resulting in faster settling
- Made some minor alterations to late game city strength and barbarian spawn rates, as AI was affected extremely hard by this. If you're not a fan, delete the contents of gamechanges.xml
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- Removed debug names
- Split faith and great prophet desires in three categories. Having a religion, being able to get a religion, and not being able to get a religion. The desire for it while in a religion is comparable to the base game, while the desire without a religion is significantly lower.
- Additionally altered faith desires on a per-leader basis
- Improved desire for districts back up to normal levels
- City States can now build districts other than their respective type
- Minor improvements to settler escorting (itll still be bad)
- Settler production rates made more appropriate for standard speed, rather than quick.
- Tweaks to willingness to declare war on city states (they're now less likely to declare war in city states they are influential with)
- Fixed the 'no theatre districts' issue
- Small fixes/tweaking improvements
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v5 now out!

It includes:
- Better terrain improvement
- More trade routes
- Reintroduced long distance strikes for civs on islands. (land-unit based)
- Added new 'expansionist' civs (England, Spain, Russia, Brazil, Scythia) on top of the vanilla Rome.
- Added Brazil and England to cultural civs (on top of the vanilla: France, Greece (both leaders), Kongo, America)
- Added Sumeria to the scientific civs (see older changes)
- Added Spain to the militaristic civs
- Added France as a wonderbuilder (next to vanilla China)
- Most of these archetypes are still only light changes right now, but will become more pronounced when I get a good feel of them.
- More small stuff
- Made Settlers less indecisive, so that they'll settle down earlier
- Improvements to behavior while under attack, both tactical and through building choices
- Fixed some settlespot evaluation problems (forests and resources were considered too desirable)
- Increased desire for improvements and farms.
- The AI now no longer engages in very long distance wars.
Hotfixed the settler behavior.
It turns our increasing the 'priority' on the settling operation makes them stop settling entirely.
Version two is out!

Changes:

- Improved AI's military offensive capabilities by a lot. It should send bigger troops faster, spend less time doing nothing, will be less scared and will feel overall more dangerous.
- Lots of finetuning in production choices. There should be a better balance between troops/districts/builders/etc
- A small start on individualisation of civs. Some are now marked as militaristic (Sumeria, Gorgo, Norway, Schythia, Rome, Germany) and some as scientific (Germany, Japan, Arabia, America, Russia), and will prioritize these areas somewhat.
- Tech choices system improved slightly. It used to beeline towards techs that really weren't all that beeline worthy (like beelining for castles, without then actually rushing Alhambra)
- Minor alterations of preferences between different difficulty levels. On deity/immortal AI's have more time for wonders for example, while below king, AI's should limit their settling a little.
- Small improvements on settling behavior (higher preference towards settling on fresh water)
- Less siege weapons for city states
- Incorporated some of the more essential changes made by Delnar Ersike
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