Buffed AI for BNW

Thanks well done on the info. The next version should be save game compatible. I have put in extra code to allow people to customize the AI's per era science rate, but for games currently in progress it should default to the rates that are already present in the save game.

Ok, I'll compromise on AI missionary spam a bit. They do get a boost but less. That should help the AI because it will be making poorer missionary deployment decisions. That should also nerf your Tithing strategy a bit next game.
 
Thanks well done on the info. The next version should be save game compatible. I have put in extra code to allow people to customize the AI's per era science rate, but for games currently in progress it should default to the rates that are already present in the save game.

Ok, I'll compromise on AI missionary spam a bit. They do get a boost but less. That should help the AI because it will be making poorer missionary deployment decisions. That should also nerf your Tithing strategy a bit next game.
The nerf to battleships at range three might be very interesting with Smart AI mod, as the move-and-shoot AI fix is suppose to be most noticed at sea.

Maybe later a greater buff to AI missionary spread and a further nerf to human, range three artillery might be a good idea. I'll be starting a new game over the week-end (with either the same or close to the same set-up options I posted) with these two balance issues in mind. Tonight and tomorrow I'll just enjoy the end of my current game, which is not very intense because a cultural victory is almost certain.

The combination of your mod's +33% AI damage and Smart AIs move and shoot fix could prove very challenging! I'm hoping that the combination of the two, along with some of the player nerfs and AI buffs you've added, actually forces me down a level (from emperor to king). That would be great! I might also try to add +1 AI movement to the mix; although I have my doubts after you said it didn't work as you had hoped. but maybe with all these other changes, it would work better. I might add Persia to my list of opponents next game; and hope they start nearby so that I can observe.

Thanks again. I could never go back to playing the type of game I use to have to play to compete on immortal.
 
We could be one of the few people that actually like to take a hit on our self-esteem by wanting to drop levels not go up in levels:lol: .... I'd say we could be heading for a level drop but still try it at your normal level first.

Smart AI = ~1/2 a level
Human loss of range-3 attack on units = 1/2 a level
Better AI buffing of science rate per era = 1/2 a level

I've played through a standard game only up to industrial and the mod seems to be working nicely (one of the more enjoyable games up to the industrial I've had). AI's are still very competitive with religion as well (especially the religion power house civs).

But I'm going to need help in adjusting the AI's per era science rate from industrial onwards. To make balancing easier, it is possible to keep playing the current game, but exit out, adjust the values and reload.

AI's science rate is 100% (which is normal) up until renaissance. Then it starts ramping up with 110, 130, 160 and 200%. The values could be too extreme who knows yet?

One of the nice things we can play with in this mod is to actually dip the AI's science rate below 100% during the run up to industrial and then more aggressively start boosting it for the finish.

For more details on this release, see the opening posts
 
We could be one of the few people that actually like to take a hit on our self-esteem by wanting to drop levels not go up in levels:lol
Too true, lol! In addition to all the usual reasons why playing on immortal/deity isn't our cup of tea, I find that it makes many interesting features of the game completely insignificant. For instance, many of the World Congress/UN resolutions for dealing with aggressive run-aways (like embargo trade routes and ban luxury) just don't effect a rich AI civ with huge bonuses much at all. They're really not worth the effort, expense or opportunity cost to pass them. Other things like trade route raiding and pillaging are also rendered useless. Giving the AI bonuses to combat is far more exciting and rewarding than giving them huge bonuses to virtually everything else; directly or indirectly.

Smart AI = ~1/2 a level
Human loss of range-3 attack on units = 1/2 a level
Better AI buffing of science rate per era = 1/2 a level
Also the 33% bonus the AI receives for attacking the player, along with the higher chance that the AI will declare war on the player, really makes you have to think ahead. The player can't just sit back and build food and science buildings. Instead the player has to spend precious production on military xp buildings, city defense buildings and on replacing military units. An unsuccessful war, even if you don't loose any cities, is a major opportunity cost. This really brings life to game and makes it far less predictable.

But I'm going to need help in adjusting the AI's per era science rate from industrial onwards. To make balancing easier, it is possible to keep playing the current game, but exit out, adjust the values and reload.
I was wondering if you could make adjustments during a game; very good to hear. not only for purposes of testing, but also to keep your game interesting. Before I started playing this mod, I use to increase the difficulty as the game progressed; a make-shift solution to being too far behind in the early game, but taking a snowballing lead by mid-game. I'll probably be reloading to tweak with this feature quite a bit.

One thing I'm noticing in my current game is that the AI's over-seas attacks are failing in cases where it should have greater chances of success. Maybe the addition of Smart AI mod and the other changes will go a ways in improving this. The situation in my game actually doesn't involve the player: it's AI against AI. Rome is invading America from an over-seas continent. With info-addict, I can see that Rome's military strength is about 300,000, while America's is only 100,000. Rome's technology and production are also far superior. Rome has also gone far in the Autocracy tree, while America has only progressed far enough to have just selected an ideology last turn. Despite this, Rome cannot maintain a beach-head on America's shores. Every other turn or so, they take a port -but immediately lose it. This keeps happening over and over again.

Maybe something should be done to make AI attacks against other AIs more able to succeed. I think maybe that AI vs AI wars favor the defender a little too much. Buffed AI mod's focus is on making the game more challenging for the player in a more interesting and balanced way than immortal or deity, but this AI vs AI issue indirectly effects the player's challenge. If, in my example, Rome cannot expand while at war, even against a much weaker power, than I have far less to worry about. If Rome was establishing a beach-head and beginning to take inland American cities (threatening that entire continent), then I would have to intervene. and with this mod enabled, my intervention could be very costly. So this AI vs AI issue is very relevant to the player and the potential challenges the player encounters.

Having said all this, I still think that an invasion over an ocean should be much more difficult than an invasion across a shared border. This is why I don't like the ratio of 1 to 2 civs to city-states. Even in my game, where the ratio is lowered, Rome is forced to make these over-ocean attacks because city-states are acting as buffers between it and what would be easy prey. The Roman AI's chose of Autocracy is the choice a good player would make in it's situation, but because it doesn't share a border with any other civ, it will never be able to really use it. The most realistic solution to this might be to make conquering city-states a better option than it currently is. In my games, with the exception of Genghis, it almost never happens.

Finally, there's one other small thing that I think could be tweaked to further challenge the player. My current game is coming to an end and I'm the lone run-away (Rome being second, but as I said, failing in it's attacks against weaker AI civs). but despite being the front-runner for nearly every victory condition, none of the other AIs have the "we fear you are trying to win the game in a similar way as us" negative diplo modifier for me. In fact, my game is basically an Order love-fest! Beside Rome being an autocracy and one very weak democracy, every single other civ has chosen Order. However, the problem of too many civs choosing order every game is outside of the context of this mod. but the lack of the "we fear you are trying to win the game in a similar way as us" modifier is relevant to challenge the player, who is often in front for the race to victory conditions.

My apologies for the long-winded post. I'm going to finish my current game within the hour and then begin a new one; wondering who to play as this time. Thanks again for the update. I'm really looking forward to playing.
 
No probs long posts are usually my speciality as well. I found a bug in v8 which I have squashed in v9 that is exactly about what you have said, AI v AI. The AI was getting the +33% offensive attack against other AIs but not in melee only in ranged (blush). Now the AI only gets the full bonus against a human....I'll put that into the change log.
 
No probs long posts are usually my speciality as well. I found a bug in v8 which I have squashed in v9 that is exactly about what you have said, AI v AI. The AI was getting the +33% offensive attack against other AIs but not in melee only in ranged (blush). Now the AI only gets the full bonus against a human....I'll put that into the change log.
Just curious, but how did you discover that? I could imagine that going undetected by the player for some time, even though it's effects on a game would be major. Were you using an in game editor or something?
 
Just a straight logic error in the code, forgetting to check that when the ranged unit is an AI, the target should only be a human, for the bonus to be applied.

I think there is another possible issue in that I'm not sure about AI city ranged attack. Last night I got hammered by an AI's strength 31 city which almost annihilated one of my cover-II catapults in one go (which I didn't think would happen). So keep an eye out on what is going on with AI cities attacking humans.

I check everything I can think of with the in-game editor and that is what takes most of the time to release. Other outstanding issues are that the user interface doesn't properly reflect the changes, but at this stage I cannot get the motivation up to write the code for that (writing code for the user interface takes more effort).
 
Ok I sorted out the issue with cities range attacking there is nothing I need to do. They are considered by the code as a seperate case to units. The confusing part is that the function call is exactly the same name but is part of the city object not the unit object:
CvCity::rangeCombatDamage
CvUnit::rangeCombatDamage

This mod doesn't change the city code, so the fact that I got hammered by a strength 31 capital that fired at my cover-II catapult and almost killed it, was not because of this code.
 
Just a straight logic error in the code, forgetting to check that when the ranged unit is an AI, the target should only be a human, for the bonus to be applied.

I think there is another possible issue in that I'm not sure about AI city ranged attack 100%. The code checks that the AI unit is not in it's own friendly territory before applying the bonus on humans, and you would think that an AI city is in it's own territory and therefore the bonus should not be applied, but last night I got hammered by an AI's city which almost annihilated one of my cover-II catapults in one go (which I didn't think would happen). So keep an eye out on what is going on with AI cities attacking humans. It is possible that the AI is getting the +33% bonus on it's home soil but only when the city is range attacking. I'll look into it at some stage (may be even today once I get a cup of coffee into me).

I check everything I can think of with the in-game editor and that is what takes most of the time to release.

Other outstanding issues are that the user interface doesn't properly reflect the changes, but at this stage I cannot get the motivation up to write the code for that (writing code for the user interface takes more effort).
just thinking out load, but I was wondering if maybe the AI vs player offensive bonus should be applied everywhere -except for ranged attacks by AI cities (I think they're strong enough already). In many of my games, when I'm in AI territory sieging a city (usually with artillery) -my units protecting the artillery aren't really threatened; even when their army size is the same or above my own. This is really when the fate of the AI city is determined: if the AI doesn't make an effective counter attack (again, in his own territory), the city will fall for certain. Giving the AI a 33% bonus here won't result in a counter-attack with more units, but at least the units it does send will do more damage.

When I'm in the above situation, I'm always wondering where all the AI units are and why they aren't coming to attack me. I was once fighting a run-away Russia and I needed to take Moscow because it had 80% of the World's Wonders. With info-addict, I could see that the Russians had more military strength than me. As my artillery were shooting at Moscow, I couldn't understand why there was no Russian counter-attack. Occasionally, an unescorted artillery would show up -but that was all. If there was ever a time they could use an attack bonus, it was then.

I definitely would never want to make cities' ranged attacks any stronger than they are now. but AI units in their own territory? possibly. a good example is fighting against The Shoshone in their own territory. with their 25% bonus, it's tougher -but not by too much. and that apply during the player's attack as well.
 
I'd be ok to make the AI's attack more potent across the board. The reason I didn't is for the sake of domination players that are trying to carry on the attack without resting in enemy territory.

Yes I also have experienced the AI's poor defence ability. This is why I stopped playing this mod for a while and switched over to vanilla deity, because the deity AI gets such a huge boost to unit numbers and creation, that it is actually able to do a decent job at defence, because there is always a unit somewhere, and the AI doesn't have to prioritize.

That said, in this mod the difference in unit supply/creation/build is not that big between emperor and deity so not sure what is going on.

Emperor this mod:
UPDATE HandicapInfos SET AITrainPercent = 30;
UPDATE HandicapInfos SET AIUnitSupplyPercent = 30;
UPDATE HandicapInfos SET AIUnitUpgradePercent = 30;

which is actually lower than vanilla deity.
 
I think the problem could be that I also need to reduce the AI's unit cost?

On emperor this mod:
<AIUnitCostPercent>75</AIUnitCostPercent>

But on deity vanilla:
<AIUnitCostPercent>50</AIUnitCostPercent>
 
When I re-read your post above, you think that the problem is not that the AI has low unit numbers, it that it doesn't allocate defenders properly.

Last night when I played on smart-AI, it seemed a bit better?
 
I've also been thinking that maybe the AIs would benefit from a tweak that made them favor building more units, especially when at war. The situation I talked about when I was invading Russia wasn't really the result of the poor tactical AI; rather it was simply the AI not building units. or perhaps building them and just not sending them. Even a very poorly conducted counter-attack by the AI would have been better than nothing. I couldn't see (because of fog of war) if the AI had units sitting around somewhere but was not moving them or whether or not it simply didn't have many units to send. I hope it was the latter because something can be done about that (make the AI build more units).

edit (posted the above before seeing your most recent post):
When I re-read your post above, you think that the problem is not that the AI has low unit numbers, it that it doesn't allocate defenders properly.
I'm not really sure either way (because of fog of war). I hope that it's that they don't build enough because we can do things to correct that.
 
Ok, I'm starting v9 right now. I had some tech problems (nothing to do with your mod; my WinRAR uninstalled somehow and it took me a while to figure that out). Going to play about a half-hour of my old save and then going to start a new one. Thanks again!
 
I'll take a look at the code in detail to work out how the AI decides it should replenish its troops quickly when there is an attack on its soil. There is definitely code built in there for that priority.
 
Ok, the main way that the AI decides it needs to build defensive units is through purchasing them as an emergency unit purchase. So the AI needs the spare cash. This is why you have to pay attention to the AI's cash reserves before you DOW them because this will tell you how quickly they will be able to replenish lost troops.

Other than that, the AI is coded to build military according to strategic priority and the current operation it thinks it is on. If there is plenty of time, it will build an army that is specific to the operation it is planning....

Then...

Firaxis attempted to code an operation called AI_OPERATION_CITY_CLOSE_DEFENSE which you can see in the CvMilitaryAI code. It was designed to build units (not just purchase them) for the purposes of defense......

However......at some point they abandoned the coding altogether and there is vast swathes of commented out code where I suspect they found a problem and the chief AI programmer decided to simplify the code and rely on the emergency purchasing system for replenishing troops quickly. They tried to code AI_OPERATION_CITY_CLOSE_DEFENSE but found problems leaving the code in there for one day when they had more time....but that day never came.....

They do have other ways of responding to the war state WAR_STATE_NEARLY_DEFEATED with AI_OPERATION_RAPID_RESPONSE, but from what I can tell, it is not properly working. It could be that the AI code cannot properly distinguish between the threat to one city, and the war state WAR_STATE_NEARLY_DEFEATED. I'm not sure and would have to spend a lot of time looking into it.
 
Ok, the main way that the AI decides it needs to build defensive units is through purchasing them as an emergency unit purchase. So the AI needs the spare cash. This is why you have to pay attention to the AI's cash reserves before you DOW them because this will tell you how quickly they will be able to replenish lost troops.

Other than that, the AI is coded to build military according to strategic priority and the current operation it thinks it is on. If there is plenty of time, it will build an army that is specific to the operation it is planning....

Then...

Firaxis attempted to code an operation called AI_OPERATION_CITY_CLOSE_DEFENSE which you can see in the CvMilitaryAI code. It was designed to build units (not just purchase them) for the purposes of defense......

However......at some point they abandoned the coding altogether and there is vast swathes of commented out code where I suspect they found a problem and the chief AI programmer decided to simplify the code and rely on the emergency purchasing system for replenishing troops quickly. They tried to code AI_OPERATION_CITY_CLOSE_DEFENSE but found problems leaving the code in there for one day when they had more time....but that day never came.....

They do have other ways of responding to the war state WAR_STATE_NEARLY_DEFEATED with AI_OPERATION_RAPID_RESPONSE, but from what I can tell, it is not properly working. It could be that the AI code cannot properly distinguish between the threat to one city, and the war state WAR_STATE_NEARLY_DEFEATED. I'm not sure and would have to spend a lot of time looking into it.
Interesting. It's too bad the developers didn't have a chance to finish this coding. It may have gone a very long way in creating a much better tactical AI.

Concerning the AI's emergency purchase feature, I think that lowering their cost to buy units is better than just giving the AI more gold in general. This would probably encourage them to use emergency purchases more often because comparatively the discount will have made this a better bargain. I don't think that the AI needs more cash in general. and giving them more cash might result in them buying lots of other things instead of emergency purchases. Also, I hope that a discount on an emergency buy would only effect purchasing cost and not upkeep. If the AI had many military upkeep bonuses, then some World Congress resolutions (like embargo or military tax) would be insignificant to a rich, run-away AI; as would things like raiding trade routes.

By the way, my current game has had the most exciting Ancient Era I've ever experienced. As you mentioned many months ago (can't recall whether it was is this thread or the thread for More War mod), starting location can easily make the same difference as a move up or down in difficulty level. In my last game, I started at the top of a peninsula with my only neighbor being a very peaceful and co-operative Polynesia to the south. In my current game, I have Alexander (who has already attacked me) on my south western border and Genghis on my south eastern border. and, while far less of a concern, I border Siam to north-east and Venice in the north-west. So with the exact same start-up settings, in one game I bordered a single peaceful civ and in the next, I border four civs, two of which are extremely aggressive early game. and to add further difficulty, my capitol's terrain is far less lucrative as well.

Despite being fully aware of this fragile situation from the start, I was attacked by Alexander with much more military units than I could have ever possibly built. In fact, all of my choices so far have been based around creating a military to keep me alive; and, even with this focus, Alexander came within one turn of taking my capitol. Had he done so, there would be zero chance of recovery. I would have had to resigned the game. but now I'm in position to fight back and the threat to my capitol (or any other of my cities) is gone for now. Had I built just one less warrior or archer, my game would have had to be abandoned. With out any doubt, the weapon which did the most damage to Alexander's units were my city's ranged attacks. Anyhow, it was by far the most exciting ancient war I've ever witnessed. I lost units that I definitely wouldn't have without this mod, but it wasn't too extreme. After all, I did get attack by an army almost twice my size, with superior quality (Greek Hoplite) and stilled survived (though it couldn't have been any closer). being on the defensive, even with Buffed AI mod, is still quite an advantage due to the powerful city ranged attacks.

Yet the opportunity cost of having to use virtually all of my resources just to survive, and then having nothing to show for it other than survival will no doubt make this game very difficult. I'm hoping to finally have what I've always wanted: a close, competitive end-game.
 
Thanks for the inspiring post Marshall. I was going to suggest you taking a break between your last game and the next! I usually experience a period of burn out that lasts a couple of days but looks like you haven't got it which is good...

I'm trying out your modified large map settings. Straight away it is obvious to me that those settings are perfect for this mod, and I will be using them from now on.

In V10 which I am testing now, I have reduced the unit cost as well and see how that goes. Just to reiterate, the city range attacks are unaffected by this mod, both human and AI they remain on default. Perhaps I should look into that? Another question is whether the AI should be given an across the board offensive attack both on home soil and foreign soil.....The problem for me is that this would hurt human domination players too much (considering that so much of the attack is being played out in enemy territory). The advantage is it simplifies the rules...The Shoshone would be basically impenetrable!

The science-per-era adjustments really start to matter when the average era of all players hits industrial. Then the science-per-era starts kicking in for all the AI's whether they have reached the industrial or not. The first industrial adjustment from memory I think is 110%. I don't think I should make it a bonus dependent on each AI's arrival at the industrial, because this unbalances tall-verses-wide I think.

If you do make changes, I think you have to exit the game, type a new value, save and reload the game. When I tried it, the game did pick up the new science value and I could see what was happening in infoaddict. If you are unsure, save your game at the critical point, type in an absurd number like 1000% or something, and you should see the AI's science rate escalate quickly in infoaddict. That is a good test. Just don't save.

The per-era-science that this mod used to get maxed out at something like 158% for the information era on deity but the buff was not clearly defined because it was mixed with the AI's production buffs. In V9 which you are playing now, I have separated out the science buff and it can be specifically targeted. Keep in mind that making adjustments in this game is known to be very frustrating to modders and testers (and even developers probably), because the game is so slow to load. So keep that in mind and play it cool.
 
Thanks for the inspiring post Marshall. I was going to suggest you taking a break between your last game and the next! I usually experience a period of burn out that lasts a couple of days but looks like you haven't got it which is good...
I usually do as well, but social obligations are going to force me to take a break for a couple of days starting tomorrow, so I didn't want to waste any time starting anew.
I'm trying out your modified large map settings. Straight away it is obvious to me that those settings are perfect for this mod, and I will be using them from now on.
I modded it to be just 2 or 3 points wider this game. It may make no noticeable difference.

In V10 which I am testing now, I have reduced the unit cost as well and see how that goes. Just to reiterate, the city range attacks are unaffected by this mod, both human and AI they remain on default. Perhaps I should look into that? Another question is whether the AI should be given an across the board offensive attack both on home soil and foreign soil.....The problem for me is that this would hurt human domination players too much (considering that so much of the attack is being played out in enemy territory). The advantage is it simplifies the rules...The Shoshone would be basically impenetrable!
I think city ranged attacks should probably remain at their default level. I certainly can't imagine wanting them stronger, for either the player or the AI; but I think reducing their strength isn't necessary.

As for the AI offensive bonus, I think maybe it would be good to have it apply everywhere. The AI could really use the help with effectively counter-attacking the player's melee units that guard his artillery during sieges. Also, because the bonus only applies when the AI is attacking, it can be overcome. I remember when I first started playing vanilla CiV, I thought that what the AI needed was a flat 25% combat bonus across the board; for both offense and defense. but I like your 33% bonus just for AI attacks solution much more. The idea is to make the player actually lose units more often, which is far too easy to avoid without this change. For the AI to get +33% attack outside of it's own territory but not inside may be too much disparity. and any help the AI can receive counter-attacking my artillery and the units that guard them... I can't recall the AI ever really forcing me to abandon a siege. It's during these crucial moments that the AI's fate is ultimately decided: if it doesn't counter-attack, it will lose it's capitol.

Imagine The Shoshone with the Great Wall. don't even think about invading!

I'm not a domination player, but I think that good domination players will be fine; especially once they start gaining momentum. but to counter this I'm thinking about making domination victory a little less demanding. It is sort of excessive and unrealistic to have to control every single original capital. I play with 15 civs and I think that if a civ controlled 10 original capitols, they should be awarded the win. I never even consider going for the domination victory, because of the sheer amount of time (real hours, not game years) it would take compared to the other types. but if I had to control say... half of the original capitols, I might think differently. Also, with 15 civs, I've never seen the AI come close to a domination victory.


The science-per-era adjustments really start to matter when the average era of all players hits industrial. Then the science-per-era starts kicking in for all the AI's whether they have reached the industrial or not. The first industrial adjustment from memory I think is 110%. I don't think I should make it a bonus dependent on each AI's arrival at the industrial, because this unbalances tall-verses-wide I think.
I must admit that I do like the idea of a very few civs being quite far behind in tech. It's historical and, more importantly, variety amongst civs is always more immersive for gameplay. If I'm playing as a colonial power, I can choose to invade a far-away, over-seas civ without a massive amount of units if they are far behind in tech. but this situation creates an interesting dilemma: I have the technical power to do it, but the diplomatic and happiness consequences may often make it very risky. Usually doing it will only pay off many decades or centuries later. Initially, it's almost always a bad investment. Also, the player may find himself in a situation where he's forced to protect low tech civs from aggressive high tech civs; another interesting dilemma, because the player's civ isn't being threatened directly. In the past, I've even thought of modding some civs to start having serious tech penalties once they reach a certain era (maybe the renaissance or industrial). but they could be compensated by having a tech bonus prior to that era. or some other kind of interesting bonus. It could be interesting, if balanced well.

If you do make changes, I think you have to exit the game, type a new value, save and reload the game. When I tried it, the game did pick up the new science value and I could see what was happening in infoaddict. If you are unsure, save your game at the critical point, type in an absurd number like 1000% or something, and you should see the AI's science rate escalate quickly in infoaddict. That is a good test. Just don't save.
I use to deal with the problems of vanilla immortal and deity by starting on emperor, but I'd keep increasing the AI bonuses as the game reached new eras. I remember always having to exit and load again.

The per-era-science that this mod used to get maxed out at something like 158% for the information era on deity but the buff was not clearly defined because it was mixed with the AI's production buffs. In V9 which you are playing now, I have separated out the science buff and it can be specifically targeted. Keep in mind that making adjustments in this game is known to be very frustrating to modders and testers (and even developers probably), because the game is so slow to load. So keep that in mind and play it cool.
Yes, I want to avoid the trap of perceiving balance based too much on the specifics of the game I'm playing at that very moment. For instance, my current game is likely to be far more difficult than my last just based upon the luck of my starting position. If I didn't take this into account, than it would seem as if some of the balance changes have gone too far. So far, I don't think they have... it's more about the extreme difference in these two starting positions.

By the way, I'm no where near having the tech to build range-3 units yet (and I'm not playing as England), so I'm looking forward to seeing your changes there. I think they will be perfect actually.

Also, I think I'm noticing a difference already with the smart AI merged. I haven't had any sea battles yet and I read that this is where the changes for smart AI are most noticed. another big change should be the AIs using their early great persons for great person tile improvements. This could make quite an AI tech rate improvement.

just an update: my war against Greece ended in a white peace and now we're best of friends; united by our distrust of The Mongols. It's funny because as I was fighting this war, I was watching a show on tv about the battle of Kaddish between the ancient Egyptians and the Hittites. Although Ramses's propaganda made it seem like an Egyptian victory, it was actually closer to a stalemate. Not long after the battle, the very first written alliance of the time was sign between the two former enemies to counter the rise of Assyria. The parallel to my game was nearly exact, lol.
 
Your arguments are pretty convincing. For v10 which I'll test over next couple of days, the unit costs are reduced and the AI gets a general buff on offensive attack regardless of the territory. That is really going to make war more difficult, but I have to admit, the AI's defence is not the best and it needs it.

Also the science per era will be based on the era of each civ, not on the average of all civs (I agree I now prefer this idea thinking about it). That will mean that tall AIs that tech fast and hit the next era first, will be first to get the next bonus level which could create a bit of snowball effect, but at least it means that small civs have more chance of surviving (I also like the diplomatic levers and diversity of the small civs).

I'll also give thought to changing the domination VC which is too tough there is no doubt. I mean it is doable but gets tedious (especially when the user interface doesn't allow us to move armies as a group selection, forced instead to move them unit by unit).

EDIT: Playing through a really enjoyable v10 version on your epic large map settings Marshall the spacing on continents is right at the limit of closeness. Two wars and two friendships in the first 45 turns. I found a case in my code where the AI was not getting the +33% bonus against human cities.....so prepare for even more pain in V10. The +33% setting for AI offensive attack is really nicely tuned I think. When the military sizes are similar between humans and the AI, it produces some very nice battles with similar casualties (considering the humans ranged attack is nerfed as well).

One thing that concerned me when I first came up with this mod concept, is that there is more of a difference in turns between when the AI DOWS and when it actually attacks in that first ancient era war...Persia and Indonesia DOWED me at turn 45 (for a very legitimate reason as I was aggressively expanding into their territory), then there was nothing until they actually built up enough troops. On emperor-epic that can take 15-20 turns (but on deity probably 10-15?). During that time I declared peace with Persia but kept the fight up with Indonesia (botching the diplomacy as well - nice that it is possible to diplomatically blunder so early in the game), at which point the AI had built up a sufficient army and almost took a frontier settlement. If the AI was better at organising it's melee in the front line so that it could capture a city after it had been taken down with ranged, I would have to reduce the +33 offensive attack for sure! As it stands, the +33%/-25% setting means that the AI can sometimes swing another melee around and actually take the city despite its overall mismanagement of its army.

The reason why it takes the AI 15-20 turns in the first ancient era war on Epic-emperor before it attacks, is because it has specific formation requirements it must satisfy before it will launch. Having experienced the delay tonight, I'm not disappointed because there is this nice production race between the AI and the human during the interim, to see who can build the necessary offence/defence army in time for the main confrontation proper. In theory, I should adjust the diplomatic triggers to account for the lag in attack, so that the AI's diplomatic DOW is more of a surprise and closer to the attack. At this stage I'm too lazy to do it, but might consider it later if this mod continues to mature. Remind me about it if you think it is a priority.
 
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