rev877
- Partially reverting changes from rev865 about defenders and escorting settlers as they were hindering AI early expansion
- Increased default number of starting civs for each mapsize and small balancing changes
- Improved AI nukes logic
- Units on the same tile are now grouped when there are more than 7 units instead of 15, preventing large groups going off-screen and not displaying some units (not tested).
So, I've increased default number of starting civs but you can always manually choose how many civs you want in your game when starting it (as usual); reason I've done that is that civs were too far away from each other, no matter
which options you were using. This in turns lead to an empty ancient era; I think that wars in ancient era were very very rare, now that the world is more crowded it will be more challenging. Also I think it should somehow make the game
a bit harder because more civs will build wonders that usually are taken by the player giving him a huge advantage in later eras. I still need to balance things a bit, I'll do it in following revisions
Also nukes logic has been improved; until now AI was using nukes no matter what the opponent civs had in their arsenals. Now it takes into consideration empire size, aggressor/defender arsenals size, nukes interception chances and
number of bomb shelters available to aggressor/defender. So if you want to avoid being nuked by AI, you can build Bomb Shelters and nukes as a deterrent: nice way to start an arms race. There's still a small random chance that AI will crazily attack a stronger opponent
with nukes but most of the time it will have a more cautious behaviour. I'll improve nukes logic in future revisions. For now keep in mind that the greater the difference in terms of deterrence, the easier aggressor will strike.
Finally, I'm not sure the unit grouping display works, please let me know if something is wrong.
For those interested in how I've programmed nukes logic, it goes like this: until some revisions ago, there was no working check on when to use nukes, but now if both civs are using MAD, before launching a nuke that would trigger MAD retaliation, AI checks number of cities, outgoing nukes, number of Bomb Shelters (divided by 2), chances to intercept incoming nukes and it will subtract incoming nukes, number of opponents cities and shelters (divided by 2) and opponents chances to intercept nukes. If that number is positive, aggressor is stronger than defender. The higher that number, the easier aggressor will strike. More will follow but I need time to code other ideas.