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

This week, likely.

Been a while I haven't seen a bug or the like.

Excellent.I love the mod.

while i will admit there are certainly some frustrating issues for me with v2 (like hitting T105 machinery only find my XBs doing less 10 dmg to cities inside 10-15 turns.. it is a vast improvement over vanilla.

I expect that v3 will address a vast majority of those.
 
As presented earlier the Immortal AI will hit late game information era units before 300 turns.

Yep ... just lost a space victory to freakin' *Germany* on turn 315 (6 turns before me) -- he entered the Information era on turn 262, I think had Apollo built on turn 220. While warring the whole time, of course.

With better micromanaging I certainly think I could have won before him at the end, but still -- yikes. The AI is definitely penalized a LOT less for city spam.
 
What version are you using by the way ?

Version 2. It's a great mod, but yeesh, even on Deity you usually don't have the AI winning by turn 315. (Unless it's Alex with a diplo win/Korea with the SV.)

I guess the lesson here is that I should have warred (or micromanaged slightly better) ...

Not sure how common this is but on the NQ map there were only three CS left by turn 280 or so.
 
Version 2. It's a great mod, but yeesh, even on Deity you usually don't have the AI winning by turn 315. (Unless it's Alex with a diplo win/Korea with the SV.)

I guess the lesson here is that I should have warred (or micromanaged slightly better) ...

Not sure how common this is but on the NQ map there were only three CS left by turn 280 or so.

Note that v3 improves AI economy logic :p But like I said it's likely the AI will lose free techs and maybe a reduction in some bonuses if necessary. Right now I still use vanilla bonuses.

Warmongers have a tendency to eat a lot of city states yes.
 
Crossbows by themselves can't really make an attack. They fit a supporting role being there because they can shoot over melee units. I'd try to rush for Steel instead if you want to make a medieval attack.

Then basically you have to suicide a few longswordsmen.

they will do at best 25 dmg to the city but take around 30-35 in return,dead meat from bombard on the next turn.

and rushing steel only helps if you actually have a reasonable amount of iron.otherwise now i have to get over to CS for pikes.and by the time ive done that XBs are obsolete basically.

but if AI free techs get trimmed in v3 this wont happen as much
 
Then basically you have to suicide a few longswordsmen.

they will do at best 25 dmg to the city but take around 30-35 in return,dead meat from bombard on the next turn.

and rushing steel only helps if you actually have a reasonable amount of iron.otherwise now i have to get over to CS for pikes.and by the time ive done that XBs are obsolete basically.

but if AI free techs get trimmed in v3 this wont happen as much

It's slightly painful but yet oh so good how much archers got nerfed. I haven't played it yet going for early warring but I suspect I'll have to completely change my strategy. And possibly actually build trebuchets!

(BTW, love/hate that the AI won't buy my crappy horses, and that it's actually probably wiser to build warriors instead of archers early on, and that swordsmen are more important. Less enthused at the Immortal AI hitting Information on turn 260 :mad:)
 
It's slightly painful but yet oh so good how much archers got nerfed. I haven't played it yet going for early warring but I suspect I'll have to completely change my strategy. And possibly actually build trebuchets!

(BTW, love/hate that the AI won't buy my crappy horses, and that it's actually probably wiser to build warriors instead of archers early on, and that swordsmen are more important. Less enthused at the Immortal AI hitting Information on turn 260 :mad:)
trebs are even more useless,they still cant move and shoot,horribly weak against melee and ranged attacks and they are tougher to promote than the archer line.

Im fine with the nerf to the archer line and the buff to melees.

what im not fine with is beelining techs only to have my new units be overmatched by the AI inside 10-15 turns.
 
trebs are even more useless,they still cant move and shoot,horribly weak against melee and ranged attacks and they are tougher to promote than the archer line.

Im fine with the nerf to the archer line and the buff to melees.

what im not fine with is beelining techs only to have my new units be overmatched by the AI inside 10-15 turns.
Do a honor swordsmen rush. They are available early and the counters to that comes very late.

How are trebs weaker in the mod? The ranged attacks are weaker and you can guard against melée with your blocker units. You will probably take more losses until you break them but then it should be smooth sailing with the weaker cities.
 
Do a honor swordsmen rush. They are available early and the counters to that comes very late.

How are trebs weaker in the mod? The ranged attacks are weaker and you can guard against melée with your blocker units. You will probably take more losses until you break them but then it should be smooth sailing with the weaker cities.

trebs dont get terrain mods so they take more dmg than archer line units

swordsman rush assumes i a good supply of iron. a few CBs and city bombard easily take care of swordsmen.
 
That is not from the mod. Trebs have increased to 14/14 while xbows have decreased to 11/17 in this mod, it has unequivocally made trebs stronger relative to x-bows. Trebs are still weaker against ranged than xbows but they are now stronger against melée, which gives the more benefit than before because of the changes. You can also use cover against cities now.

I have done a spearman attack on a tradition player. 6 spearmen, 2 swordsmen on turn 81. They were not well developed as I stole both their initial workers, but they still had a similar number of compbows and warriors. I struck first and isolated parts of their army and annihilated it. I lost 2 or 3 units but I took them out. If it can be done with spears it can be done better with swords.

Take honor or a special unit or a good civ (try Persia) to make it easier. Choose/create the right target (not an unmolested honor warmonger with two dozen units). Use melée units as your mainstay and be ready to sacrifice some of them to speed up your conquests.
 
Finally got enough time to give the mod a try and I really liked what I saw in terms of AI aggressiveness. I like the minimalist approach a lot, but I would like to add some additional functionality to the DLL to support some changes to Venice.

Do you have any plans to publish the mod DLL source code? If you use Github it may make bug tracking easier as folks can just create an issue, and those familiar with reading the source can help identify bugs.
 
Note that v3 improves AI economy logic :p But like I said it's likely the AI will lose free techs and maybe a reduction in some bonuses if necessary. Right now I still use vanilla bonuses.

That would be great! The ai Loosing free techs. Would put the all the early wonders into play:cool:

Oh yeah, buy the way. Is it to much to ask, for you to update the OP, så all the changes can be seen and smiled at, in one single list?
 
I've been playing Duel on Demigod mode, random civs.

And every single time, without fail, the AI builds a strong military and takes the city states by force. It doesn't matter what civ the AI ends up in.

Personally not liking this as it implies a very unflexible, one-tracked mind (which itself implies that set strategies can be analyzed and employed against the AI).
 
It's very likely the AI in duel always choses conquest as its goto victory... Since it has only one guy to kill to win. It sees CS as a potential target for its conquest.

On the other hand I've tried to reduce this likelihood a little in v3 (mostly being less agressive against neutral CS but still agressive against CS someone else has allied).
 
It's very likely the AI in duel always choses conquest as its goto victory... Since it has only one guy to kill to win. It sees CS as a potential target for its conquest.

On the other hand I've tried to reduce this likelihood a little in v3 (mostly being less agressive against neutral CS but still agressive against CS someone else has allied).

Hmm ok. From your experience is it the case that the AI in >2 player scenarios goes for some path other than conquest then?
 
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