pineappledan
Deity
I would rather we support the conquistador’s settle properly. The settle is a vanilla ability, and spawning new civilian units off disembarkation just creates new problems.
If AI can do it I can only agree with you, if it can't I think it's a real problem given all the talk there is about human/AI balance for vanilla VP.I would rather we support the conquistador’s settle properly. The settle is a vanilla ability, and spawning new civilian units off disembarkation just creates new problems.
Could add this as an invisible bonus to counter the stickiness of your pantheon, yeah. A lot of pantheon pressure for Spain is something I am actually very ok with. That is reminiscent of how durable bullfighting has been as a cultural practice, and its origins as a pagan ritual. Attempts to stamp out the practice by both Christian, Islamic, and “enlightened” authorities have all failed, and the pre-Christian tradition remains one of the most recognizable expressions of Spanish culture.Do you want to add India's old ability as well? Where your cities instantly convert to your religion when you Found? That reminds the weirdness with pantheon pressure as well as the incentive to wait until you found before settling too much.
My own personal view on the AI games stuff has been modified significantly since @L. Vern made his first post.If AI can do it I can only agree with you, if it can't I think it's a real problem given all the talk there is about human/AI balance for vanilla VP.
It's even a huge hitch in the "VP standard".
Unrelated. The AI currently doesn't allocate military units to do worker tasks.explorer boat that could explore and plant a fishing boat
Why unrelated? I was referring to the two major AI/human differences that I see in the game, a combat or exploration unit does not plant a city or improvement, namely the Spain or Polynesians.Unrelated. The AI currently doesn't allocate military units to do worker tasks.
I agree with you but this is a really strong component of the game. If I had a very good idea, I would give it but that is not the case. I find that you often have very good ones and I think that you can offer better than that and correct this important bias.While I have always said we don’t want perfect balance, the effects of AI personalities has convinced me that we might not even want decent balance. Going further in balancing the game might mean making all civs more similar in personalities. It’s not worth sacrificing the AI’s individual personas if it means making games less fun for players.
Yes, but military units not creating improvements is a different problem from military units not settling. The first issue is not related to UNITAI tags.Why unrelated? I was referring to the two major AI/human differences that I see in the game, a combat or exploration unit does not plant a city or improvement, namely the Spain or Polynesians.
I find it a pity.
Ok, I didn't know, sorry but thanks for the clarification.Yes, but military units not creating improvements is a different problem from military units not settling. The first issue is not related to UNITAI tags.
AI can't make use of this part of Rome and Polynesia?Unrelated. The AI currently doesn't allocate military units to do worker tasks.
This is fine imo and not the kind of balance we should have in mind so much if you ask me. For example tic tac toe is very balanced win rate game, all teams there get 0% win rate and 100% tie rate unless deliberately played poorly. Nevermind how simple it is, this "balance" alone makes it incredibly boring.AI personalities and victory pursuits are heavilly predictive of win rate, and might be more important than the actual kits.
a. All newly-settled cities already start with enough pressure to start with a pantheon (if you haven't founded yet)Newly-settled cities start with enough pressure from your capital's majority religion (including pantheon) to convert them
What's the exact amount of followers you want newly founded cities to have?
If there is code that already does this, and can be modified for this purpose, then however it works is fine.b. We have a mod option that causes cities to be founded with your (majority? founded?) religion, so this UA can key off of an if-statement that already exists
I can sponsor that part.Sponsor note:
This proposal requires the addition of the following new abilities:
Newly-settled cities start with enough pressure from your capital's majority religion (including pantheon) to convert them This might require some consultation with @Rekk , because he is the religious pressure guy
I'm pretty sure that is the case, yes.AI can't make use of this part of Rome and Polynesia?
is AI Polynesia building work boats for no reason?
I missed this, sorry.Updated.
Given you are the most knowledgeable one about the diplomacy and flavours, @Recursive I hoped I might consult you on them.
The Primary and secondary victory pursuits both being domination pretty clearly seems to be a bug.
Given I think Spain has the capacity with her econ and faith bonuses to take a swing at diplomacy if conquest stalls, I thought I would mellow her out on both major and minor approach biases.
Her gold and religion flavours seem conspicuously low compared to her unit flavors, so I increased the former and toned down the latter. I also lowered some of her flavours across the board because she is posting 7's for almost everything.