Acken's Minimalistic Balance for singleplayer (and AI improvements)

I also thought about removing the base science from schools and labs, I think it is a good idea as it makes the buildings simpler.

If you go wide the late game bulbs are where you really catch up. I have had similar numbers (2500) with 10 city empires in the unmodded game, but not this early. They were held back by the higher tech penalty, later cities, higher maintenance cost and less bountiful map scripts.
 
Well, i finally decided to eat my pride and lower the difficulty a bit. Well, technically i already lowered it back to Immortal but as i've never been such a good deity player "Acken mode Immortal" was probably a bit too much so i played an Emperor game to get a better feel of the mod and the changes it introduced and won this one. It was a "normal" Pangaea (no NQ because i'm not sure i like it that much)

I played as Shoshone and that could help, got an "interesting" start with "interesting" neighbors that didn't help and mostly played in "what if i do this now" mode with no real plan. Liberty-Piety start, 7 cities with only 4 unique luxes (but area was mostly hills so growth was bad). Had wars early and a lot but managed to push the enemy back each time (Shoshone helps) and even got a city in a peace deal with one of the angry neighbors (he was involved in a two front war with he other angry guy). Got the tech lead by end renaissance, was first to Ideology (order) with 3 factories. Public schools then dynamite and military science cause the other neighbor was really annoying. Crushed him with Arty -Comanche army and really got things moving from then on. Plastics was next and i started to conquer the world. 3rd neighbor was attacked with Mobile Arty - Tanks as i had to wait for a DoF to expire and by the time i finished him and moved to the next opponent i was fielding Giant Death Robots (and crushing him didn't really take that long). GS just kept popping every now and then, i could buy 3 with my faith (culture pantheon and no religious buildings :crazyeye:) and got 2 more from Hubble. Then i was elected thanks to all my CS allies (i was rolling in gold) and 2 resurrected AIs.

So my thought now that i played a full game
  • I was wrong when i considered melee was the only way to go. Bows and even more Horses still have a role to play. I still think Pikes suck big times.
  • Culture was great. I couldn't take Jesuits (Venice beat me to it :spank:) so took the new culture buildings with faith reformation. In the end i had most of order filled. Libert-Piety-Commerce-Rationalism filled. Some policies in Patronage and the tradition opener (took it late in industrial to help my puppets grab strategic resources and then built HG in cap as nobody went trad :lol:). It might be a bit too much, but OTOH i like how you can mix 2 early trees and still take good later trees. I think i will try a Poland game focusing on culture and see if i can fill all trees.
  • Religion : i took the modified Feed the World at founding and Culture from temple at enahance (mosque was already out) and really liked them. FtW probably played a big role in overcomeing the food poor location and the sheep gave me great production in my modest sized cities. Culture without the need to have 5 followers makes this belief way more attractive). Ceremonial Burial + Piety Policy giving hapiness was the reason i could have Lux+3 cities. I like the new piety tree, it's not a huge change, but now it's useful on it's own even without a good reformation (grabbing one is just the icing on the cake)
  • Science went crazy in the end game. Something goes out of control at some point. Other players already posted about it.
  • I have "joined" AIs in war more than i tend to do. First when one of the angry neighbors asked me to join him against the other one. I figured it was better than having them gang on me. I worked great as agnry 1 really weakened angry 2 and i got a free city. Then i "joined" some far away AI against wannabe runaway and this slowed them both. AIs tend to stay at war longer than non-moded.

More on the science issue. Not sure about giving 1 scientist slot to the Library. This will make academies appear much earlier. Markets and Workshop are classical era buildings while libraries are ancient so it's not possible to directly compare them. Maybe in order to avoid speeding early game too much academies could give less :c5science:/turn but receive more gradual upgrades, at Education and maybe Printing Press, then it might be possible to put a scientist on the Library. This would cause more early GS so probably less late game GS and it might help avoid the crazy research spike after labs. It would also help tall empires in some way because you will only ever be able to plant a limited number and the more you concentrate your science, the more tall benefits from less cities. However from what i've read, tall have other issues than merely science (such as AIs being able to suicide-crash enough units to crush you no matter your fortifications). I don't like bringing the +50% to NC back. Maybe try 33% if you think 25% is not enough. The Scientist slot is a lot (especially if libraries have one, you'll get 2 academies fast).
 
I still find the late game techs fly by at light speed. Even without bulbing... in my most recent game I built a fleet of carriers. I starting building triplanes. When I got to radar I mass upgraded to fighters and filled my carriers. I only spent a few turns getting everything organized and sent my fleet sailing off.

By the time I got to the other continent and set up to attack, I was only about 5 turns from jet fighters. I don't know why but I just find this kind of thing annoying. It's not as if this is an Acken's Mod problem. This mod actually mitigates the problem somewhat - at least muskets aren't ONE FREAKING TECH away from longswords.

Another example, in the same game, I sent a bunch of tanks after my fleet, and by the time they got to the other continent it was time to upgrade. I ran into the same problem when I played Germany.... the window to use the Panzer was ridiculously small.

If anything, I'd make super late game research even more expensive, and look for ways to widen the gaps between units on the same upgrade path. The problem is most evident in the very late game.
 
The changes to wonders have been good overall but there are some out of balance wonders left. Statue of Zeus which was probably the worst wonder, and nerfed by the mod with weaker cities. I have an idea for buffing it:

In addition to it previous effects the Statue of Zeus halves the time cities are in resistance.

We should avoid giving honor too many advantages to warfare and focus on buffing advantages from warfare. The time in resistance is a major factor in making later conquests not very useful together with destruction of buildings and population. This change would make SoZ quite useful for domination games. What do you think?

I still think that Petra is way too strong, I suggest removing the trade route and caravan. As the mod adds trade routes with commerce and East India Company, this will make the total number of trade routes closer to before.
 
Alright I'll probably push a version update soon with almost none of the civ changes I wanted to make, otherwise at this pace I'll never release a version before it becomes too big in march or something.

Here is my current test build compared to v3 (haven't bothered making it an experimental version since most people don't bother that much with it it seemed and preffered to wait for the steam update):
Spoiler :
Map changes:
-City states now have a uniform probability of ressources (this only modify things like Sugar no longer being more common than Copper for city states)
-City states now get a variety of 6 luxuries instead of 3 (more possible luxuries out of city states)
-Slight reduction in fish number
-Included NQMap v10 (which include a continents version of the NQ mod)

Some changes have been made to make science scale a little less with empire size to help slow down the post renaissance game (more changes based on feedback)
-Public schools and Laboratory no longer give +3 and +4 science respectively
-Laboratories now have 1 scientist slots, Library have gained 1 scientist slot
-The exponent for the tech penalty from wide play has been increased by 0.10 accross the board (player and all difficulties)
-Scientists slots now give +2 science instead of +3 to put them more in line with other specialists (engineers give +2 production and merchants +4 gold)
-Secularism now give +3 science from great improvements instead of +2
-Free thought no longer give +1 science to trade posts but gives +7 science to Oxford University instead (and 17% to universities)
-High growth requirement has been reduced by reducing the exponent from 1.5 to 1.4, this should make a noticeable difference in growth after size 20 only to help tall play
-The maximum discount for already known techs has been reduced from 30% to 20% (discounts due to having met civs that already have the tech)
-Leveling up with spies give less of a reduction in steal time (15% instead of 25%) and the base value of steal has been slightly increased (130% instead of 125%).

Misc:
-Theme bonus is no longer increased by 1
-Pearls now give 3 gold
-The base gold of Merchant trade missions is 500 instead of 300, the era increase is 150 instead of 100 and the influence from trade missions is 60 instead of 30.

Religions:
-Feed the world is back to +1/+1.
-Peace Loving is now per 7 foreign followers but no longer requires peace... and has been renamed Charity Missions
-Pantheon now cost 20 faith for everyone.

Policies:
-Merchant Confederacy no longer requires Philantropy as a prerequisite (patronage)
-Landed elite is now 15% growth

Changes to coastal empires:
-Workboat importance has been increased to give +1F +1H for improvements while the Lighthouse no longer gives additional hammers
-Harbor gives 1 gold to all sea tiles and Seaport gives 1 hammer to all sea tiles (instead of sea ressources only)
-Harbor increases cargo gold by 2 rather than 1

-ReplaceableParts and Railroad have been put back to their original position, but GWI and Neuschwanstein are now swapped instead.

Units changes:
-Triplane now has a 100% (from 50%) chance of interception and the destroyer has a 50% chance of interception (from 33%)
-Swordman cost 80hammer (+5). Longswordsman cost 115hammer (-5).
-Muskets strength is now 26 (+2) down from 27 (+3)
-Both iron melee units have now a ratio strength/cost of 0.2 while muskets have a ratio of 0.17.
-Anti tank gun are 4 movement 60 strength but cost 350 instead of 300
-Helicopters are 80 strength
-Anti tank gun and helicopter vs-tank bonuses are reduced to 50%
-Pikemen are 17 strength and cost 85 instead of 90
-Warriors now Obsolete at IronWorking instead of Metal Casting
-Spearman cost 60 instead of 56
-Chariot archers cost 45 instead of 50
-Cost increase for siege units has been reverted, Canons cost 175 instead of 180 and catapults cost 70 instead of 75
-Knights cost 110 instead of 120

AIChanges
-The AI should no longer use prophets to convert city if it accepted to stop spreading (untested, need testing)
-Increased the likelihood of the AI making buildings it has policy bonuses for
-Removed a bit of code which was making the AI very unlikely to take Piety
-Diminished random DoWs (leading to no attacks)
-Slight reduction in AI agression toward CS
-The gpt reduction based on happiness in lux trades with the AI has been removed (was annoying to play around with)
-Influence from unit gifts are doubled (10 base, 20 if requested)
-Influence when killing units a CS is at war with near borders (needs testing and the message should tell you you killed a barb for now)

Civilizations
-Assyria
Royal Library also gives +1 science and gives 20xp instead of 10xp
Assyria receives a free great writer when discovering writing
-Byzantium
Receive a free great prophet at Theology
Dromon now available at optics, has 11 ranged strength instead of 10 and Trireme can be built by Byzantium
The Cataphract can always be bought for 150 faith in a city with a religion, even if you don't have the tech or the appropriate belief

Bugs:
-Fixed a bug where Swords into Plowshares acquired with the Piety Finisher from another religion was giving growth regardless of Peace or not

Added japanese translation. Courtesy of anonymous.
 
Science
Free thought no longer give +1 science to trade posts but gives +7 science to Oxford University instead (and 17% to universities)
That is a huge change to the science end game. NO tile improvements that give science except GP means no converting of all improvements late game. Less micro but also less planning. I'm on the fence about this. You could add an improvement that give 1 science to compensate. Nature preserve, buildable with scientific theory in jungle, marsh, tundra, ice and desert tiles.

Scientists slots now give +2 science instead of +3 to put them more in line with other specialists (engineers give +2 production and merchants +4 gold)
Good. Balanced by the nerf to trading posts.

-Public schools and Laboratory no longer give +3 and +4 science respectively
-Laboratories now have 1 scientist slots, Library have gained 1 scientist slot
Great.

-The exponent for the tech penalty from wide play has been increased by 0.10 accross the board (player and all difficulties)
We will see if these changes have overdone it with slowing down science, they might well have. All of these are big hits to wide empires as well.

Combat
-Swordman cost 80hammer (+5). Longswordsman cost 115hammer (-5).
-Warriors now Obsolete at IronWorking instead of Metal Casting
-Knights cost 110 instead of 120
-Pikemen are 17 strength and cost 85 instead of 90
I've been doing a number of sword rushes and they are very consistent and effective so I like the nerf. The obsoletion of warriors make sword rusher significantly harder with timing. These changes are in the right direction but is there not an easier solution? Instead of buffing knights and pikes, nerf swords and long swords to 15 and 22 strength.

-Spearman cost 60 instead of 56
-Chariot archers cost 45 instead of 50
-Muskets strength is now 26 (+2) down from 27 (+3)
Good.

Other
-Workboat importance has been increased to give +1F +1H for improvements while the Lighthouse no longer gives additional hammers
-Harbor gives 1 gold to all sea tiles and Seaport gives 1 hammer to all sea tiles (instead of sea resources only)
-Harbor increases cargo gold by 2 rather than 1
Great

-ReplaceableParts and Railroad have been put back to their original position, but GWI and Neuschwanstein are now swapped instead.
Good. Clear and distinct tech paths.

Receive a free great prophet at Theology
Dromon now available at optics, has 11 ranged strength instead of 10 and Trireme can be built by Byzantium
The Cataphract can always be bought for 150 faith in a city with a religion, even if you don't have the tech or the appropriate belief
-Removed a bit of code which was making the AI very unlikely to take Piety
Too messy for me. Cataphracts are great with the mod. The Free Prophet in itself should be sufficient unless the Ai goes back to piety spamming again. In my latest games I have seen an average of 1-2 AI:s in piety. That seems like a good ratio as multiple piety players mean diminishing returns for each of them.

-Assyria
Royal Library also gives +1 science and gives 20xp instead of 10xp
Assyria receives a free great writer when discovering writing
Again, too messy. Free writer is a lot in of itself, though not as much as the prophet. I agree with buffing the xp but why 20 and not 15 like all the other xp buildings? The science seems unnecessary, aim for the largest improvement with the fewest changes.
 
Regarding the increase in penalty it's not big. A 8 cities empire will feel costs increase by around 5% of the base (23% total penalty instead of 18%) while a 4 city empire will feel an increase of 2% (14% instead of 12%). A 15 cities empire will go from 29% to 38%.
 
I don't anticipate the trading post nerf to be a huge deal. The player can focus on happiness a bit more and add a few more farms for higher population/science.

I'm really interested in the changes to water tiles. I've been playing since Civ2, and in 2 and 3 water was amazing. In 4 water became mediocre... but still better than in 5 where water tiles do almost nothing. It bothers me. I'm excited to see the new power of coastal cities, but perhaps in the interests of balance you should make harbours and seaports a lot more expensive. Perhaps you should even slightly increase hammer costs across the board, for industrial and later units/buildings.

The city state invasion change was sorely needed. The AI seems to conquer every CS in sight, which makes no sense since most of the time you're better off allying one rather than conquering it.

Also I noticed in the NQ mod they removed Venice from the game. That's something I would suggest you at least contemplate. Firaxis really screwed up with that Civ. Venice breaks games.

It permanently wipes CS off the map - you can't liberate them. At least with Austria you can stop this from happening as Austria needs an alliance.

But more importantly, Venice does not expand at all. This is a godsend for anyone who starts near by. I had the easiest game in the world playing as Korea on a continent with Venice and a couple others. I expanded at a snail's pace and still easily had room for 7 cities, while building all the wonders in the game because the land did not fill up. In the game I'm playing now, I just discovered the other continent and the Celts own half of it, with more than 25 cities. At first I thought it was because they went on a rampage, but closer inspection revealed they only conquered a couple CS, the rest were built by them. They had all the room because of Venice.
 
If possible i would rather have Venice removed as an AI civ, but still available for the player. It's a really unique Civilization.
The few CSs they take are no big deal, but it's true they break the expansion phase.
 
@Acken -- Did you patch the no-stoneworks-for-cities-on-plains thing? If not, that would be my one request for your mod.
 
Acken, I tried your mod a couple of times, definately a big change from the BNW standard that I'm used to. I really like most of changes you did - makes the game feel better and less random.

That being said I think the AI is a bit too pyscho in its war making decisions. I'll break this down into three parts:

- Random DOWs leading to no AI military commitments. I was double declared by Dido/Attila for settling a third city, and saw no military units on my borders for about ten odd terms. At the same time, Attila has also declared on Rammes, Dido, and two other city states... If the AI doesnt have enough spare military to form another offensive operation then perhaps it shouldnt consider war?

- Diplomatic modifiers dont matter for war determination. After a certain point whereby your military/production is weaker relative to theirs, the AI will declare no matter the number of diplo modifiers nor wars which it is fighting. For example Harald was a run-away in a game, despite being his friend, denoucing his enemies, moving WC to his lands, having a co-op war with him on a third party, he still declares on me. Granted I was a bit weak relative to him (AI can enter industrial on T110 on diety....) but diplo seems to have no point in this game.

- AI declare on CS a bit too frequently without much logic other than its aforementioned "weak military"= Insta declare logic. Also with all the DOWs flying around CS allies end up casualties - its like 7 CS alive on T150.

Regarding warfare itself:

- anything in the swords-musket line is downright terrifying. I dont think there is any counter to it + cities are so weak.

Some thoughts on AI changes:

- The buffs to the Ai are noticeable in certain cases. I mentioned earlier the Attila/Dido cases- whereby Attila was fighting 3 AI and 2 CS. Well he rolled through 2 CS, 1 AI capital, and showed up at my capital with more units than i could handle on T60. On the other hand Dido just shuffled her elephants around my third city. The only difference is the terrain in which the AIs are fighting, ie mountains confuse the heck out of the AI.

- White Peace not being around is a double edge sword. The AI is still incapable of understanding defensive terrain and that no matter what it does it will not break through - 30 turns of microing units in a pointless defensive war drains enthusiam for the game.

- Computation time for the AI gets longer and longer as the game goes on. I setup a game on firetuner and by T230 AI Alex was taking 2 minutes a turn to coordinate this army, airforce, navy, and nukes. His use of nukes and air force is very much improved, however mountains still baffle him. He won by space 2 turns before he would have gotten domination at T238.

- The AI still loves settling crappy island and ice cities. I notice that AI_STRATEGY_MINIMUM_SETTLE_FERTILITY was dropped in the mod - shouldnt it be increased to allow the AI to recognise that it shouldnt settle these cities? Also there seems to be a duplicate entry for AI_CITY_SPECIALIZATION_REEVALUATION_INTERVAL (5 turns or 15 im not sure which one is updating)

Thanks for the mod and look forward to next version.
 
- Random DOWs leading to no AI military commitments. I was double declared by Dido/Attila for settling a third city, and saw no military units on my borders for about ten odd terms. At the same time, Attila has also declared on Rammes, Dido, and two other city states... If the AI doesnt have enough spare military to form another offensive operation then perhaps it shouldnt consider war?

Random Dows are worked on in next version.

- Diplomatic modifiers dont matter for war determination. After a certain point whereby your military/production is weaker relative to theirs, the AI will declare no matter the number of diplo modifiers nor wars which it is fighting. For example Harald was a run-away in a game, despite being his friend, denoucing his enemies, moving WC to his lands, having a co-op war with him on a third party, he still declares on me. Granted I was a bit weak relative to him (AI can enter industrial on T110 on diety....) but diplo seems to have no point in this game.

The AI still uses diplo modifiers but land dispute is a huge deal. Also the AI (some of them) tries to win by domination in the mod. That is a huge change compared to the base game where it is incapable of it. You shouldn't help Harald to become big so that it gets in a roll toward his domination victory. Work against runaways, not with them.

I cannot stress it enough but it is by design that you cannot ally forever a warmonger. They will come for you regardless of how much you kiss their bottom.

I suggest also trying difficulties below deity for now. The challenge is there on level 6 and 7.

- AI declare on CS a bit too frequently without much logic other than its aforementioned "weak military"= Insta declare logic. Also with all the DOWs flying around CS allies end up casualties - its like 7 CS alive on T150.

Also worked on in the next version. Can't really help with CSs falling because they get called in a war due to alliances though. On the other hand the next version make helping CS more rewarding, giving you influence for killing units next to them and increasing the influence of gifting units.

- anything in the swords-musket line is downright terrifying. I dont think there is any counter to it + cities are so weak.

The counter is to make your own units. Muskets can be made by everybody. The real fright is swords if you don't have iron. You may try horsemen if nobody wants to lend iron. They are only strength 14 but have better survavibility. Spears can somewhat do the trick against swords. It's possible swordmen get down to 15 strength. It's a change I'm on the fence about right now.

- The buffs to the Ai are noticeable in certain cases. I mentioned earlier the Attila/Dido cases- whereby Attila was fighting 3 AI and 2 CS. Well he rolled through 2 CS, 1 AI capital, and showed up at my capital with more units than i could handle on T60. On the other hand Dido just shuffled her elephants around my third city. The only difference is the terrain in which the AIs are fighting, ie mountains confuse the heck out of the AI.

This is not something I can really fix... 1UPT in its state will continue to be hard for the AI to deal with. Attila can get really crazy true.
Big changes to the AI logic in tactical combat would also come as a huge cost in computation time.

- White Peace not being around is a double edge sword. The AI is still incapable of understanding defensive terrain and that no matter what it does it will not break through - 30 turns of microing units in a pointless defensive war drains enthusiam for the game.

White peace can still happen. What has been fixed is that it is the bug making it always available. If the AI is stuck in a war with you and refuses to make peace it can be annoying yes. It's probably something I'll look into to increase its likelihood of making peace if it gets nothing done for a good number of turns.

- Computation time for the AI gets longer and longer as the game goes on. I setup a game on firetuner and by T230 AI Alex was taking 2 minutes a turn to coordinate this army, airforce, navy, and nukes. His use of nukes and air force is very much improved, however mountains still baffle him. He won by space 2 turns before he would have gotten domination at T238.

Huge forces like these are less common in real games though since you would have quit that game well before then. The game uses a single thread and huge armies require a lot of computations. My mod don't go too far in how long a turn can take in the later stages.

- The AI still loves settling crappy island and ice cities. I notice that AI_STRATEGY_MINIMUM_SETTLE_FERTILITY was dropped in the mod - shouldnt it be increased to allow the AI to recognise that it shouldnt settle these cities? Also there seems to be a duplicate entry for AI_CITY_SPECIALIZATION_REEVALUATION_INTERVAL (5 turns or 15 im not sure which one is updating)

Thanks for noticing !
 
Alright I'll probably push a version update soon with almost none of the civ changes I wanted to make, otherwise at this pace I'll never release a version before it becomes too big in march or something.
Not pressing you but do you have any idea when it'll be ready? I'm just trying to decide weather to start a new game with v3 or wait for v4.
Civilizations
-Assyria
Royal Library also gives +1 science and gives 20xp instead of 10xp
Assyria receives a free great writer when discovering writing
-Byzantium
Receive a free great prophet at Theology
Dromon now available at optics, has 11 ranged strength instead of 10 and Trireme can be built by Byzantium
The Cataphract can always be bought for 150 faith in a city with a religion, even if you don't have the tech or the appropriate belief
Warning : theroycrafting below :
Like another poster i think +15xp for RL would be better for simplicity's sake if for nothing else (this way every +xp building or social policy gives you +15). Great Writer could be pushed slightly further (Philosophy or Drama if you want to put players out of the usual beeline) for 2 reason : 1 avoid +30xp ancient era units and 2 it wouldn't sit there doing nothing as you don't have a slot ready (does your changes allow the AI to understand not to use it for pitiful bulk culture if it can't use it for a Great Work?)
As for Byzantium i fear Theology could be too late on higher difficulties unless you beeline it at the expanse of defensive techs (something i wouldn't want to do on higher difficulties :crazyeye:), especially if you "fix" AI priority for Piety.
Obviously this will require testing.
- anything in the swords-musket line is downright terrifying. I dont think there is any counter to it + cities are so weak.
I was in the same boat the first time i tried the mod. Coming from Vanilla CiV where this line is close to useless it's a big surprise. That being said you can counter them with
  • Your own swords. Obviously req Iron
  • Horses. Horsemen are good against Swords because while not as strong, their mobility allows for more of them to attack a given swordman and finish it. Try to stay out of retaliation range as much as possible and obviously tech to knights once you see longswords.
  • Bows. They are not useless but you need comparable tech bows. Composites against swords, XB against longsword. Outdated bows are museum pieces and nothing else. No longer can you hope to defend against early sword rushes with just basic archers. Also Bows are weak to melee attacks so you need something to put in front of them if they are not in a city. Spears can fill that role. They won't be enough by themselves but make half decent meat shield for bows.
Cities are weak yes. Worse is walls don't seem to make them much better (thought they do help). I understand the idea was to remove the Giant Death Towers that some Tradition cities were but currently they fall really quickly and bows are still very strong against cities. I would rather have cities better able to defend themselves against non-siege units and put those siege units back at their rightful place : stuff that breaks city defenses. Unfortunately this would probably require more than just small changes as AI is not very good at using siege units.
White Peace not being around is a double edge sword. The AI is still incapable of understanding defensive terrain and that no matter what it does it will not break through - 30 turns of microing units in a pointless defensive war drains enthusiam for the game.
With the fix and the overall enthusiasm of AI for wars, it's true that wars tend to last for very long times. Even AI to AI wars. In the one game i won i bribed an AI to go to war with another one and they stayed at war dozens and dozens of turns without any side really winning.
I suggest also trying difficulties below deity for now. The challenge is there on level 6 and 7.
This. And unless you are a very good Deity player (in unmodded CiV), even try Emperor (it's 5 in the mod). As long as you are still learning to adapt to the changes it won't be a piece of cake but similar to unmodded Immortal you can make mistakes and still win if you notice and correct them. Starting at level 6 in the mod, an early mistake will probably be your doom.
White peace can still happen. What has been fixed is that it is the bug making it always available. If the AI is stuck in a war with you and refuses to make peace it can be annoying yes. It's probably something I'll look into to increase its likelihood of making peace if it gets nothing done for a good number of turns.
Easy (i guess) suggestion : add "war weariness" to the peace weighting. If an AI is at war for a given amount of turns but does not win any city from the war : make it willing to sign a white peace. It's probably easier than having them able to analyze the map and understand they can't get past a choke point.
Huge forces like these are less common in real games though since you would have quit that game well before then.
But the removal of the unit cap might worsen the "carpet of doom" syndrome. Not sure why you removed it completely. Wouldn't it be better to try and tweak it but keep it as some sort of sanity check?

EDIT : Also don't you think it would be worth asking a mod for a sub-forum? This way we could have in addition to this thread at least a few others to discuss changes to UAs, new tactics, have a different thread to discuss balance or report bugs. You mod deserves it's own place more than some of the dead ones.
 
I don't know if there is enough activity to justify a subforum yet. The v4 will come soon around christmas. It seems bug free so far and I just need to finish a complete game with byzantium.

Regarding the unit cap high level AIs are hardly affected by it I think. It's mostly something that affects the player early game after all. Once the AI gets huge, the number of cities with good pop and the bonus to the cap the AI has make it so the AI can field hundreds of units without reaching that cap in the base game.
For example, an AI empire of 6 cities on deity with 15pop per city can field 105 units without feeling the cap. The AI gets (7 + 3*numcities + 0.5*totalpop)*(1+bonus) where bonus=0.5 on deity.
Technically I could make a safe change and instead of removing it just make the 7 into a 20 so that the player won't get affected and still put a theoretical cap on the AI.

Regarding Assyria I've come to my senses and removed the +1 science and XP is 15 instead of 20. The great writer is still there. It's strong but it feels pretty smooth. I've removed the free GP from Byzantium as it was too much. I'd still like to give their UA some boost.
 
I'm not sure why Byzantium needs a buff, though. The Celts are guaranteed an early pantheon and thus religion, but only get a "normal" religion. Byzantium gets a stronger religion with an extra belief, but no help in getting that religion in the first place. Thus Byzantium must prioritize building shrines early, or settling a religious natural wonder, and/or grab a faith focused pantheon.

If I were designing the game I would have given Byzantium a faith generating UB instead of two early UU's, but that might be beyond the scope of this mod.
 
One thought with the Great Merchant - I think you've had some debate about their lacklustre potential.

How about the option to expend them to gain an extra trade route
If you wanted to go further you could then get a choice to get a free caravan or cargo ship in an eligible city. Extra trade routes are pretty decent and much better than a customs house (they can support a variety of strategies including but not limited to improving gold income) . In fact you could remove the customs house and replace it with the extra trade route option since a customs house is pretty redundant.
 
Maybe it could be done so that merchants would give a "fixed" trade route to a cs, rather than adding a new trade slot. It'd remain in effect as long as you're allied. Don't know if this is moddable, but would give merchants a much better purpose and make them key GPs of diplo victory. Basically trade mission - but long-term, more delicate and goes better with policies&tenets
 
One thought with the Great Merchant - I think you've had some debate about their lacklustre potential.

How about the option to expend them to gain an extra trade route
If you wanted to go further you could then get a choice to get a free caravan or cargo ship in an eligible city. Extra trade routes are pretty decent and much better than a customs house (they can support a variety of strategies including but not limited to improving gold income) . In fact you could remove the customs house and replace it with the extra trade route option since a customs house is pretty redundant.

A bit too complicated and I'm not really seeing what it fixes that cannot be simulated with a custom house.

For v4 it will be released on sunday when I'm back.

I've added/modified a few stuff since my last post:
-The national epic is now +3 culture instead of +1
-Less suicide embarkations from the AI
-Fixed the reformation belief not giving its bonus to prophets bought directly with faith after the industrial era or prophet spawn with policies (piety finisher)
-Assyria
Royal Library gives 15xp instead of 10xp
Assyria receives a free great writer when discovering writing
-Byzantium
Dromon now available at optics, has 11 ranged strength instead of 10 and Trireme can be built by Byzantium
The Cataphract can always be bought for 150 faith in a city with a religion, even if you don't have the tech or the appropriate belief
 
I've been enjoying this mod after coming back to Civ 5. I was never a great Civ 5 player, but after some games that felt fairly solid on Acken Emperor I've tried Immortal a few times and never got much of a great footing so far. Even so, I noticed a few things:

- The AI seems to love ICSing itself (to the point of multiple 3 tile cities in formation), even when there is lots of forward space available it could be expanding into. Is this a function of the same fertility evaluation that's making it want to settle awful ice cities? Its possible the AI plays better while ICSed for Happyness reasons, and that's why it likes to do it, but I would think it's better to claim forward territory more aggressively even so. While I often look for 5-6 tile distant cities in my first settles the AI seems to prefer 3-4.

- The new God-King pantheon seems really strong. You get all 7 of the yields immediately, which means you accrue effective interest on them right away, and you don't even have to disrupt what your optimal tiles are to do it. Of course, you don't get the Faith push into a Religion of some of the other Pantheons, and you don't have the eventual full output, but the early advantage seems like it would compound pretty strongly. I definitely have a hard time convincing myself to select non-Faith ones like God of the Sea or Open Sky in comparison.

-Early Warrior Code assisted rushes seem very capable of taking a capital on Immortal before much time has gone by, and the REX potential of left-side Liberty is strong too if you think you can avoid an early double declare against you. I generally am more comfortable tall, but Tradition and Piety seem to lack any early strategy with the same punch that lets you roll past the start of the game in such a good position.

Maybe the Wonder producing bonus in Tradition could be stronger (and/or possibly only work in the capital)? This mod doesn't exactly encourage a human to spam Wonders under normal circumstances, and making that powerful would at least give it a niche for trying to grab the Temple of Artemis/Hanging Gardens and then moving to an early National College. I don't really have a similar idea for Piety, though it's possible I'm just not playing wide enough early to enjoy the +1c +1f on shrines for what it could be.
 
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