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

Discussion in 'Civ5 - Modpacks' started by Acken, Aug 3, 2015.

  1. Acken

    Acken Deity

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    Not top priority but yes some wonders need love. I mean even something like Stonehenge. Nobody will ever attempt to rush for that kind of wonders. I'm currently thinking reducing the cost of some early wonders to make them more attractive to delay settlers.

    My other idea is to use Civ4 mechanic where if you have access to some ressources some wonders are built way faster. But that's a way bigger change.

    Well dll changes will be uncustomizable UNTIL I complete the mod. For the simple reason that I don't want to deal with it until I have finished dll modifications. That said if you find the AI too agressive just comment out some of the changes in the diplomacy.sql it should be enough.

    Play with strategic balance if you wish to have balance among players in regards of strategics.

    Did I not say in the v5 notes that jungles will be eligible for lumbermills ? That's the case. ;)

    Yes. You can already try it out by downloading the experimental version. Download it and remove every folder (not the .modinfo file !!!!). Just keep the map folder in the Miscelaneous folder.

    If it doesn't work tell me and I'll make a standalone mod with just the maps.

    Remove the NQmapscript from the mod in the imported directory should fix things. I hope v5 will fix all map issues.

    V5 should come before monday. A bit slacking because of dark souls 3 right now :blush:
     
  2. Acken

    Acken Deity

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    I'm glad the mod provided a worthy challenge for you ! :D Since my goal was to provide a teeth breaking challenge on deity I am glad it took that much work to break it.

    Now to win by domination or culture hehe ;D
     
  3. wayneb64

    wayneb64 Prince

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    Now that you mention it I do vaguely remember reading the bit about lumber mills. That's going to be a strange looking tile with food, production and science on it!

    BTW, I tried the strategic resource start and that makes for a bit of a different game with a somewhat faster start for everyone. Still playing my fourth game and again I am impressed with how balanced the game is through all phases. One AI (or more) is always keeping me challenged on only Emperor and every game I have chosen a very different path through the social policies and techs. I really enjoy deciding on the fly my strategy rather than having to stick to a single 'best' path. Maybe that's different on the higher levels.

    When you drop V5 to Steam, I assume it will auto update me, but how will that affect a game in progress since I think you said V5 was not compatible with V4? Is there a way I can tell I got V5 when starting my next game?
     
  4. Acken

    Acken Deity

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    V5 will not be save game compatible. Sadly if steam updates your files trying to load your save game will either be impossible (forbidden) or would result in a crash.

    It will be written directly in the mod name what version you are using.
     
  5. mbbcam

    mbbcam Prince

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    Thank you -- it appears to work. (I have rolled a map using continents, though I haven't played any of it, but I'm assuming that if it rolls it should be OK.)

    BTW, is Miscellaneous with one "l" an American spelling? I've never seen it before. One of my jobs is marking English exams, and I'm constantly surprised by the strange things that go on in North America ... :crazyeye:
     
  6. Acken

    Acken Deity

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    No it's just written this way in the international language of broken english. Note that you can use either the classical "Continents" scripts which will be the original one for the terrain shapes coupled with my scripts for features and resources or the one called "AMBalance Continents" which offers smoother continents and options for islands.

    PS: English is not my native language so I am fairly sure my mod is full of spelling mistakes like that. If you find some (especially in game, don't really care fixing folders names) please don't hesitate to point them.
     
  7. Rhys DeAnno

    Rhys DeAnno Warlord

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    Now that you mention it, the CamelCaps in "DemiGod" come across as a bit strange. Demigod is a word in English and you could just name Difficulty 7 "Demigod" without the extra capital letter.
     
  8. beest

    beest Chieftain

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    Played the mod (for the first time) and it seems nice, turned back the level from deity to demi-god, but I am not entirely sure everything is nice and balanced. Evidence: In my first try I unluckly border Atilla, who has around 10 cities around turn 100, and already has XBs and muskets...is the pace supposed be that quick? And one undefended city can actually be taken a a single musket? Normally cities are too strong, but I am not so sure about this either.
     
  9. Acken

    Acken Deity

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    I'd suggest turning down the difficulty at least one more time. I don't see why being out-teched on the second hardest difficulty is evidence of unbalance. The last two levels are designed to be hard for strong base Civ5 deity players. And when I say it should be hard I don't mean "figure a cookie cutter strategy and win" but "Even if you play well, you'll lose some, win some". I often lose my demigod games ! And on this forum there is only one report of a deity win.

    If Attila is your neighbour, an attack is incoming. You'll need your own crossbows and if not muskets, try getting Longswords (23 strength vs 26 is fine). Or better, get decent units and try to stab him in the back when he attacks someone else. The beauty of weak cities is also that it alows the player to perform oportunistic attacks.

    One undefended no walls small city can be taken by a single musket yes. As said it is undefended so it deserves to be lost. Civ4's city didn't even had health. That said though I've already thought about increasing health by around 50 to allow for a bit more reaction time.
     
  10. beest

    beest Chieftain

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    ok, the patch is very good and resolves a lot of the cheap tricks/bottlenecks. Things like the improvement in melee units is also great. As said, I am playing it for the first time, so I am exploring along the way. I am just suprised by seeing what seems to be a run-a-way civ by turn 100-120 (maybe that's just unlucky).
     
  11. Acken

    Acken Deity

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    Well yes and no. Muskets at T120 on demigod is not the norm but it's not rare from a militaristic civ (which mostly rushes the bottom of the tree). Especially if it was able to already eat other people and become an early runaway.

    The difficulty from these difficulties is exactly to walk the fine line between not dying and not being left too far behind. Also don't forget that the national college is a lot less important than it is in base civ5. Cities and libraries are your early science as well as external TRs (you can get some nice +4/+5 science TR out there on top of a buffed gold). A detour to get Machinery/Steel and survive an attack is not the end of the world, your libraries can support you up to T120-130.

    Another critical time are swords attacks which can come around T60-T70 and can be deadly on the unprepared. Later on you have planes which can be a game over if you are far from getting any AA yourself. (I'm also looking at making the AA gun a bit closer than balistics).
     
  12. yung.carl.jung

    yung.carl.jung Hey Bird! I'm Morose & Lugubrious

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    I vividly remember my first attempt at cracking Deity. I had ~8 to 10 Chu-Ko-Nu promoted with Logistics and Range, upgraded them to Gatlings on T130 (pretty early considering I was playing Honor/pure Domination), went on to attack Theodora and got smacked by Great War Bombers, lost 2 promoted Gats every single turn :lol: An AI having GWB that early is just impossible to deal with.

    I was probably about 40 turns away from any sort of defence (Triplanes? Probably would not have worked..) so I wholeheartedly support this decision of yours!
     
  13. bonniepbilly

    bonniepbilly Chieftain

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    Thanks a lot Carl for the detailed write-up!

    So, after all, even in this mod the best way to win by science can be to turtle (granted you need c. 7 cities vs 4)? I had hoped that the mod made some conquest mandatory.
     
  14. Acken

    Acken Deity

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    Well mandatory has never really been the idea. Rewarding though would be the goal. Also carl still had a lot of trouble.

    Envoyé de mon SM-G903W en utilisant Tapatalk
     
  15. bonniepbilly

    bonniepbilly Chieftain

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    I meant mandatory for the best finish time.

    But you're right at least he had his fair share of defensive wars (not to mention he blocked Austria in the early game). And, even through blocking, you don't always have room for 7 nice cities, so this might be more situational than I implied.
     
  16. Acken

    Acken Deity

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    Well just winning is difficult. Where the balance fits for speed is harder to say[emoji14]

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  17. yung.carl.jung

    yung.carl.jung Hey Bird! I'm Morose & Lugubrious

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    I actually think the "best" (easiest) way is to win by domination as early as possible. some civ with strong early UUs like Huns, Rome, Greece, Denmark (might even be too late). I'm just not a very capable warmonger. You see winning by science might be considered "safe", but it really is not when you consider the fact that

    a) the AI will outproduce you by 2x, 3x, maybe even 10x your hammers. in the lategame this means that even with perfect blocker units, even if they are fortified in citadels, they will die. inevitably. imagine this: I had infantry (70 combat strength), fortified 2 turns, with a +20% combat strength bonus from defender of faith, with a +20% combat strength bonus from the order policy sitting in a freaking citadel and they still died in two turns. had I not had atomic bombs myself (and bomb shelters) I would have gotten crushed completely.

    b) with early domination you can sort of control which AI snowballs and which does not. if you let a warmonger AI snowball it's bad, clearly, but it's not nearly as bad as letting as science AI snowball. in my first playthrough I had babylon gobble up two capitals in less than 100 turns, the game would have probably ended (either with him winning sv or dom) in less than 200 turns, making a space victory near impossible.

    c) getting a lot of cities early and having an upgraded military with lots of bonuses from honor and autocracy is the only way you will be able to deal with the lategame AI I outlined in a). I remember I had a game as Spain where I set the number of NW to maximum, settled four of them, buying all settlers of course, had the entire world following my religion and was making about 300gpt with tithe at ~t150 and I still lost because Germany was building a dozen panzers every turn and it was impossible to defend, even with 5+ citadels.
     
  18. Acken

    Acken Deity

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    Version 5

    THIS VERSION IS NOT COMPATIBLE WITH A SAVEGAME FROM A PREVIOUS ONE.

    Steam workshop has been updated (or soon will be) and if you use the workshop your game will be updated automaticly.
    You can find the .civ5mod version there (treat it as a .rar file):
    Dropbox

    Here is the list of changes:
    Spoiler :

    Units and Warfare:
    -Pikeman is now back to 90 cost
    -Sword strength is 15 and cost 75 instead of 16 cost 80
    -Trireme cost has been increased to 60

    Policies
    -Creative expression (+1 culture for each GW) has been replaced by Free Expression (+1 science for specialists)
    -Theocracy gives +2 gold to shrine and +15% to temples instead of +1 shrine +20% temple
    -Mercantilism reduces buying costs by 15% instead of 25%

    Buildings:
    -The statue of Zeus now has a new additional effect, it reduces by half the resistance time of a newly conquered city.
    -The national college no longer provide a scientist slot
    -The national college provides +4 science and +25% science instead of +30% science
    -Stock exchange now has only 1 slot
    -Factory now has only 1 slot
    -Workshop now has 2 slots
    -Market now has 2 slots
    -Market, bank and stock exchange give one more gold but the % modifier has been reduced to 15%
    -Big Ben reduces buying costs by 10% instead of 15%
    -The building cost of the National Epic, Heroic Epic, East India Company and NIA have been reduced by 40.
    -The national epic now gives +4 culture instead of +3 culture (and still gives +25% GPP).

    Religion:
    -Prophets are no longer random

    Misc:
    -LumberMills can be made in Jungles
    -Jungle cutting time has been reduced from
    -Shrines no longer cost maintenance but monuments now do again
    -The tech exponent for city strength is no longer reduced
    -The growth cost exponent is 1.4 instead of 1.35 (original is 1.5)
    -Forts build time has been reduced from 800 to 600
    -Trading posts have been significantly changed:
    TP are available at The Wheel
    TP give +1 gold at Currency
    TP give +1 gold at Economics
    TP can only be built adjacent to a luxury.
    -The formula for costs is no longer (P*30)^0.75 but (P*8)^0.88.
    In other words, the early stuff cost less money and the late game stuff cost more.

    Map (BETA) :
    -NQMap has been "removed".
    -Rework of the map generator functions, inspired or copied from NQMap :
    There should be less bugs with the map scripts and I've also modified things to my liking.
    Maps are more generous than the base game in amount of ressources and luxuries (for everybody).
    Starting position should rarely be bad
    Less jungles
    Strategic balance always gives horses iron coal and oil
    -Two new mapscripts AMBalance Continents and AMBalance Pangea which are modified from NQPangea:
    More land (5% more land on standard) and sea levels have a bigger impact (58%, 66%, 74% amount of water tiles respectively).
    Less mountains on 4B and 5B and less chains, more scattered
    Islands in both scripts
    There is a smoothness parameter which is set at high by default and will create a very "round" pangea in one big lump. If set at low it will create a more sinuous Pangea or continents.
    There are two parameters for islands, numbers and size.
    The mapscript avoids creating choke points for the Pangea script

    AI:
    -Reduced likelihood of the AI taking godess of protection
    -The AI should offer a white peace if it has been at war for 20 turns without any unit lost and 40 turns without any city lost (from either side). (BETA)
    -The AI should look at its overall score and modify its attitude a bit based on it, more friendly with low score civs and less friendly with high score civs.
    -The AI should value a DoF a bit more before betraying and denouncing

    Civilizations:
    -Carthage
    The African elephant now costs the same as the other horsemen UU (75) instead of 100
    Carthage gets a special free harbor in every cities called the Cothon which gives +2 gold to every sea tiles instead of +1.
    Carthage gets the same priority coastal bias as Venice
    Quinquireme strength reduced by 1 (now 14)
    Note that the Quinquireme got buffed with the Trireme making it already a very powerful early unit.
    -Rome
    The Legion strength was reduced by 1 (now 17).
    The Balista was removed.
    Rome now has a unique Amphitheater called the Forum costing no maintenance and giving +25% GPP.
    Rome UA now gives +10% building production and +15% production for buildings already existing in Capital.
    -Korea's UA only gives +1 science to specialists.
     
  19. Asterix Rage

    Asterix Rage Warlord

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    :woohoo:
    Dowloading right now + a full mug of coffe to make the night
    It will be mixed with :
    Really Advanced Setup (v 15)
    UI - Condensed Promotions (v 14)
    Tell me if I'm wrong
    :hammer2:
     
  20. Acken

    Acken Deity

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    Note that the steam update will be slightly delayed (Edit: should work now). Also i couldnt test as much as i could so i hope you guys will report possible issues.
     

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