Is there a reason auxiliary archers have 2 range and auxiliary musketmen (their direct upgrade) only has a range of 1? I really wish i wouldn't have upgraded them all so they could keep the range lol.
Ok, this one is actually really interesting. The Renaissance era is unique in that it has no ranged unit. When you think about it, this sort of makes sense as, at the dawn of gunpowder, guns were only really any good as short range weapons. Which is why musketmen are melee units in this game. So I made auxiliary muskets have range 1 to account for this fact, otherwise it would seem too weird that musketmen were melee but auxiliary muskets had range 2? I don't know. Still on the fence here.
Also Sausage, Bread, and Can resources are bugged out on the resource menu Showing as their xml strings with no icons. Loc_resource_Sausage for example (not exact but you get the gist)
Should be fixed in next update, sometime early this week I hope. Waiting for some new icons which I'm super psyched about
I frequently find that buildings that are added in under your version are not being built by AI even on deity tier difficultly (They are building the districts even the added unique ones but for example they seem to have trouble with cafe's, fishmongers, water mills etc.)
If you're ever bored, download the Civ V FireTuner and make the AIs play against each other and you can see exactly what they build. In my testing, they build the buildings for their districts as consistently as they build the districts themselves. If you're playing on a way earlier version then there's a problem with interdependent buildings (ie, cafe required market) but the AI couldn't figure that out at all, so I did away with it. In present versions, AI should be building all buildings.
If it is at all possible i would really like to see AI infrastructure building greatly improved and less 6-7 civs declaring war at the same time on the player for doing no warmongering whatsoever lol. I even tried to liberate several city states and return cities to their owners instead of taking the over and still by turn 60 the entire 24 civ's on the map had denounced me. I understand this is asking a lot without access to the creation kit, but perhaps turn down their crazy unit cranking/simultaneous warring and have them build up their cities/ territories slightly more. Anything that will keep the AI relevant past the first 60 turns in this game without needing to gang bang the only human player with cheated in military would be a serious service to the entire civ6 community.
What difficulty are you playing on? If you're on deity (which is where I spend most my balance time) then I have no sympathy for you! It's supposed to be hard
The AI agendas could use some work so they aren't as angry/******ed, but my plan is to wait for someone else to fix that.
Broadly speaking, questions of AI are hard, for all the reasons you point out. That said, if you play on deity (or deity++ in the next version
, in my testing a civ like Germany will consistently hit 200 science/turn by turn 100, online speed. Or a France will hit 200 culture and hopefully some amount of tourism too. The AI is just so awful, and it takes so long to test out a tweak...it's like trying to adjust a rocket by throwing a baseball at the control panel. Again, I'm just hoping someone else fixes it.
Seriously Love the mod and its already leagues beyond what vanilla civ6 is your awesome for throwing this pack together!!!
(PS. I modified civics and tech xml files so slow down the rate at which you can research to make the ai's relevant longer (well at least i don't have tanks already while they have composite bowman)
I find that playing on a quicker speed like quick or online with research and civics costs bumped up by 3-4 times makes the ai much more difficult to deal with as they can expand and really pose a threat to me before i can bee-line military units strong enough to oppress them completely.) I tried that once and while my tech really was like half an era ahead of them i also was getting really messed over by 3 ai's (especially Scythia with about 13 times more military units then me because i bee-lined and focused on growth.
The reasoning behind doing it this way and not just playing on Marathon speed is because on Marathon building units/wonders/buildings takes much much longer which gives the player way to much time to grow. Try playing against a deity tier Scythia neighbor on quick (pumping out crazy amounts of units) while you cant just take your sweet time and get composite bowman because by the time you make it there Scythia has pretty much dominated you with military numbers because you focused solely on growth.
Yea that makes sense. I'm actually multiplying all the civic and tech costs by 1.6 in the next version and starting from there. Curious what value you chose (and I hope you used sql, didn't edit every line of xml code!). For what it's worth I do almost all my testing on Deity, Online Speed.
*Edit*
Also after extensive play testing throughout the week on several different games (i tend to quit once i am a full era ahead of any other civilization in tech/civics) I've noticed one thing that really really gimps the AI's in the long run and that is city founding locations.
Is there any possible way within the current limitations of what you mod content creators have access to to prevent them from settling cities every 4th tile? A large player made city can have up to 36 buildable/workable plots where as the average AI based city is right about 18-23 tiles. This is not really evident early on but as you progress you really start to destroy the AI in city size production science culture gold faith etc. My highest population city in my current game is a 30 pop and the next highest AI city pop is 16 and that's with tech/civics slowed way way down.
With your mod i even notice a stronger falloff right around the commercial hub tech because there are so many more districts the player can build to get benefits on higher population 36 tile cities absolutely destroy a 18-23 tile city. This abuse is so strong that i usually take the AI's civilization and raze it completely to the ground because rebuilding a few 36 tile monster cities is so brokenly overpowered that its not worth keeping the already built up 16 population AI city that is tile limited. Add in trade route spam (seriously comercial hub culinary quarter etc etc along with encampment adds trade routes wonder and gov/holy site adds trade route wonder) Im seriously sitting at about 8-12 cities with around 60-70 trade routes which i transfer to my newly founded cities and make them have absolutely broken amount of production/food to grow quickly.
You know, as a player I tend to build cities every 3 tiles too! And I consider myself pretty alright at the game.The thing you're not taking into account is that each district can have up to 4 workers working it, which means as cities move into the lategame, their single tiles become triple or quadruple tiles in a sense.
The fact of the matter is, a smart human player is always going to be much more efficient than the AI at this stage in Civ. Civ Vi has literally the worst AI of any civ game I have ever played, and perhaps, PERHAPS, of any game I have ever played. And the sad truth is that, as more capabilities are added to the game, more synergies become possible, the AI will be at an even worse competitive disadvantage relative to the player. Because the AI cannot take advantage of any of these new toys. The AI stumbles blindly through the game without any clue how to win even against other AIs, let alone a human player.
Truth be told, my endgame is creating an awesome multiplayer environment, and an interesting/replayable single player game. It is beyond my capabilities to make single player competitive.