Yeah it's a term I have borrowed from our Civ4 mod RevolutionDCM which was part of Dales Combat Mod. So yes it is only offensive and simulates the idea that accuracy drops off with range but it is worth taking an opportunity shot anyway...
I could scale it but the difference between range-2 and 3 is too coarse. I doubt it is a good idea to nerf humans with a bit of less random damage even at range 2. In any case, it is an easy rule to remember that at range 3, offensive damage is lower in a random fashion. Yes it would apply to ranged 3 navy as well.
I've already merged in Smart AI and the coding for this will take about 1/2 an hour.
That's great new about the merger of the two mods. So soon too! Will it be saved game compatible?
I 100% agree that there's no need to scale. Ideally units with a range of 2 are suppose to fire from 2 hexes away; should not be more powerful from one hex away. With the obvious exception of gatling guns and machine guns, you never should have an incentive to have your range units one hex away from the enemy. For units with a range of 3, it makes perfect sense that damage would be less from so far away. and it makes greater sense when we consider just how much better the player is at utilizing range 3 artillery than the AI is. In my current game, I don't think I could have possibly won without artillery and tithing. As I mentioned in an earlier post, artillery has bailed me out of so many games that I feel something has to be done. It's no fluke when it happens every time; but I can't help myself if not using artillery means I won't win.
I've got two questions for you Marshall:
In this mod, the AI get's no bonuses on religion (other than standard production bonuses) so that humans have more strategic variety. Do you think the AI is spreading it's religion at roughly the rate a human could?
I think so. In my current game, I'm about to win a cultural victory. The key was beating China (the cultural/tourism front-runner) in a long, but decisive war and taking their wonders. The reason I mention this with regard to religion (and it's spread) is because I cannot imagine having been successful in this game without having tithing. At one point it was bringing in 90 gold-per-turn. Without it, I couldn't have wrecked China. I don't think it was so much a case of the AI not being sufficient at spreading it's religion (compared to me), as much as the possibility that tithing is maybe overpowered. The AI spread it's religion fairly well; keeping my religion out of entire continents almost completely. That's why I'm thinking that tithing is overpowered: if I had really spread my religion much better than the AI, than it may not be that tithing is over-powered, but rather that the AI is inept at spreading it's religion; but that really wasn't the case. I've considered modding tithing to be one gold for every 3 citizens, instead of every 2.
Having said that, I think that a modest boost to the AI's missionary efforts may be a good idea.
Could you post the grid size of the modified large-huge map you use or at least the link to where ever you got it? Thanks.
My larger, 'large' map:
<Type>WORLDSIZE_LARGE</Type>
<Description>TXT_KEY_WORLD_LARGE</Description>
<Help>TXT_KEY_WORLD_LARGE_HELP</Help>
<DefaultPlayers>15</DefaultPlayers>
<DefaultMinorCivs>21</DefaultMinorCivs>
<GridWidth>111</GridWidth>
<GridHeight>68</GridHeight>
<MaxActiveReligions>6</MaxActiveReligions>
<FogTilesPerBarbarianCamp>30</FogTilesPerBarbarianCamp>
<NumNaturalWonders>7</NumNaturalWonders>
<UnitNameModifier>10</UnitNameModifier>
<TargetNumCities>6</TargetNumCities>
<NumFreeBuildingResources>6</NumFreeBuildingResources>
<BuildingClassPrereqModifier>75</BuildingClassPrereqModifier>
<MaxConscriptModifier>50</MaxConscriptModifier>
<TerrainGrainChange>1</TerrainGrainChange>
<FeatureGrainChange>1</FeatureGrainChange>
<ResearchPercent>120</ResearchPercent>
<NumCitiesUnhappinessPercent>80</NumCitiesUnhappinessPercent>
<NumCitiesPolicyCostMod>7.5</NumCitiesPolicyCostMod>
<NumCitiesTechCostMod>3.75</NumCitiesTechCostMod>
<AdvancedStartPointsMod>110</AdvancedStartPointsMod>
<EstimatedNumCities>80</EstimatedNumCities>
<IconAtlas>WORLDSIZE_ATLAS</IconAtlas>
<PortraitIndex>4</PortraitIndex>
</Row>
Default large:
<Type>WORLDSIZE_LARGE</Type>
<Description>TXT_KEY_WORLD_LARGE</Description>
<Help>TXT_KEY_WORLD_LARGE_HELP</Help>
<DefaultPlayers>10</DefaultPlayers>
<DefaultMinorCivs>20</DefaultMinorCivs>
<GridWidth>104</GridWidth>
<GridHeight>64</GridHeight>
<FogTilesPerBarbarianCamp>30</FogTilesPerBarbarianCamp>
<NumNaturalWonders>6</NumNaturalWonders>
<UnitNameModifier>10</UnitNameModifier>
<TargetNumCities>6</TargetNumCities>
<NumFreeBuildingResources>6</NumFreeBuildingResources>
<BuildingClassPrereqModifier>75</BuildingClassPrereqModifier>
<MaxConscriptModifier>50</MaxConscriptModifier>
<TerrainGrainChange>1</TerrainGrainChange>
<FeatureGrainChange>1</FeatureGrainChange>
<ResearchPercent>120</ResearchPercent>
<NumCitiesUnhappinessPercent>80</NumCitiesUnhappinessPercent>
<NumCitiesPolicyCostMod>10</NumCitiesPolicyCostMod>
<AdvancedStartPointsMod>110</AdvancedStartPointsMod>
<IconAtlas>WORLDSIZE_ATLAS</IconAtlas>
<PortraitIndex>4</PortraitIndex>