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AI aggressiveness Variable?

Discussion in 'Communitas Expansion Pack' started by dhialuck, Mar 1, 2014.

  1. dhialuck

    dhialuck Chieftain

    Joined:
    Jan 7, 2008
    Messages:
    31
    Location:
    UK
    Hey Guys,
    I must first say that I love your mod and have been playing since GnK. Thank you for all your work and keep it up.
    I have a question.
    You know how in Gods & Kings the AI was very aggressive, well in BNW we all know the AI is a lot less aggressive, what I want for myself is to have a middle ground.
    I play on Immortal and I always manage to not get declared war at all even when neighboring Shaka and such (I think the reason being is that there is a magic formula consisting of the right amount of army and the right diplomatic decisions that no matter what make you avoid war but this is another topic to discuss)
    So to sum up is there a global AI aggressiveness variable in the code that I can tune up?
     
  2. SlothACID

    SlothACID Chieftain

    Joined:
    Mar 30, 2012
    Messages:
    31
    Location:
    California, US
    What map types and size do you play on, because no matter what I do, I can never get warmongering civs to not invade me. Then even after I push them back they mass produce units, forcing me to stop building infrastructure and build units, eventually putting my civ in a dark age where I lag behind in tech and inevitably lose.
     
  3. dhialuck

    dhialuck Chieftain

    Joined:
    Jan 7, 2008
    Messages:
    31
    Location:
    UK
    I always play on Huge Communitas map with 22 Civs and 22 City states. (well in your case try playing Sweden as a starting point, they have a free army basically that is also upgradable for free)
     
  4. jma22tb

    jma22tb Prince

    Joined:
    Oct 12, 2011
    Messages:
    489
    Gender:
    Male
    Location:
    United States
    http://apolyton.net/content.php/435-Civilization-5-Military-Strategy-and-Tactics

    This article was super informative about military tactics. I find I can engage enemy civs more confidently now.

    With this mod, I find Infantry is best composed of 2 soldiers and 1 vanguard x however many defensive lines you want. Medic and 3 Cover 1 promotions will keep them alive through a ton of abuse. Your siege weapons just need Open/Rough promos until you get Range. A 3 tile radius is awesome to have prior to Artillery. Once you get artillery unit you can siege anybody pretty easily.

    Cavalry can scout the entire landmass you start on, flank, pillage, and take out barbarian camps easily. They are useful - I was able to map out the entire "New World" on my Terra games by sending a Lancer and two Dragoons pretty easily while also exploring the Old World to find Arch dig sites.
     

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