Kolath
Eternal Lurker
- Joined
- Nov 8, 2001
- Messages
- 169
You could mod in AI Auto Play by jdogg. It's a feature which lets, with a command, the AI take over your civ for X amount of turns.
Do you have the link handy?
You could mod in AI Auto Play by jdogg. It's a feature which lets, with a command, the AI take over your civ for X amount of turns.
Cardith lorda, without a doubt, followed by elves, and the Balseraphs do fairly well early to mid-game. Grigori does well, too.
I've noticed evil civs have a tough time, because they're almost always annoyed with non-evils. They don't remain at the top score-wise for long, in just about every game. Just one of those many things I undid with tweaking.
Khazad does awfully, because of technological predisposition.
I share your experiences with Khazad and Kuriotates til Midgame. But then changes happen:
Kuriotates has large land areas, causes cultural pressure everywhere but has no army to back up all those colonies.
Khazad in contrast found few cities, but only decent ones. They raze nearly every barbarian city they conquer. But this works good with his dwarven vault productivity. The Khazad always have large und powerful military, are technologically among the best and have a solifd economy. Thats why i see them as a strong civ. On the other hand the Khazad will never really win a game, because they have to remain small to keep their strengths.
In terms of victory conditions there are only two, that the AI is able to acchieve: Altar and Domination
Good AI civs for Altar victory: Bannor, Elohim, sometimes Ljosalfar, maybe Kardith is capable too (I think this condition is not available for evil civs?)
Good AI civs for domination: I have yet only seen Calabim, Khazad, Bannor and Malakim as efficient warmongers and conquerors. That means crushing one or two civs and conquering a whole continent or the biggest part. Even these successful conquest have been far from domination. But thats similar in vanilla too.
<Traits>
<Trait>
<TraitType>TRAIT_AGNOSTIC</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_MAGIC_RESISTANT</TraitType>
<bTrait>1</bTrait>
</Trait>
<Trait>
<TraitType>TRAIT_PHILOSOPHICAL</TraitType>
<bTrait>1</bTrait>
</Trait>
</Traits>
In the Current version he doesn't have it, but he sure did in .21 and earlier. The personalty civLeaderheadInfos file contains AI weights for each religion, so with his very negative weights towards all of them he wouldn't adopt one anyway. The current one hurts the AI (since he won't convert but doesn't get the lower chance of religion spread), but is good for human players.
I wonder if the Traits absence is related to the possibility of adding a Mulcarn religion (probably in Ice), which is the only one he would adopt. Of course, it was probably just an oversight.
If the trait is only for Cassiel now, it should really be named Deist, since the angel is definately not undecided on the existence of and proper role of gods (both his peers and The One). Auric's trait, of course, should really be called Autotheistic.