Hi there! Happy to see that Siesta's mod has some deserved success!
Short question for short answer : does the AI now succeed in conquering walled cities?
Please upload Database.log and Modding.log which are under "...\Documents\My Games\Sid Meier's Civilization VI\Logs\".Is there anything you can do
-- add UNIT_FRENCH_GARDE_IMPERIALE to the type tags table as it does not have an entry
INSERT INTO TypeTags (Type, Tag) VALUES ('UNIT_FRENCH_GARDE_IMPERIALE', 'CLASS_MELEE');
Normally you should but since authors are notified (and assuming they consider solving the problem) it is likely that next NQMOD version would have this fixed.Do I need to move NQ balance mod folder from workshop directory to Documents/My Games/Sid Meyers' Civilization VI/Mods to avoid Steam Workshop overwrites?
Ive been seeing stuff like this when I reveal the map also. My last game had over 100 turns and half of the civs only had one city. I'm using YnAMP also, maybe that is causing issues?I have been playing games on the Greatest Earth Map from YnAMP and I am seeing a consistent problem with the AI planting their starting settlers on Immortal and Deity difficulties. First it was Norway on Immortal. He did not settle a second city until he crossed into the Renaissance Era. He had at least 2 settlers just sitting idle for almost 100 turns. Second it was Australia on Deity. He had only settled a single city when I conquered his capital on turn 105. He had 2 settlers that I could see just sitting idle and zero luxury resources in his capital while there was Jade and Gold available on the other side of Australia.
I don't know yet if this is a problem with AI+, but this was not happening post Australia patch before I re-enabled AI+.