Oops I left that turned on in the mod options for the CP (NMCTJ).
Good feedback klokwerk, very helpful. Some of those issues (like vassal woes) are relics from other mods I need to look at. Same with CSD's liberate quest. Others are new to me. I'll see what I can do.
For the record, the AI can naval-invade now, and pretty competently. I've pushed them to avoid it if at all possible, however, by pre-landing in a safe place and invading from there. It works- I've seen them do it. Like any tactical change though, the AI may have the tools to do something, but they also have the tools to goof it all up.
G
Thanks ! That's great you did something for naval invasions, I hope I'll see that soon in my games.
Just another feedback with the AI in my game :
- at the end, when it was clear I was about to win diplomatically (after getting UN and allying the majority of CS, with CSD mod), they could have tried to stop me a bit more by trying to take some of my CS allies. I basically could ally every CS and vote myself as the winner the first time. They should have used more spies and diplomats to stop me.
It would be nice if the AI could correctly assess when a player or an AI is close to win in any victory condition and react accordingly by changing their plans (maybe not by dogpiling the player every time but at least trying to stop him from winning).
I was rigging every CS election with my spies, they didn't seem to try to do the same that much. To be fair, I had a lot of spies with England, I know you changed the civ traits but I still think it's a bug. I started with 4 spies if I remember correctly, then got 2 later, then 2 again later (how many of them was I supposed to get as England ?)... Well I had a lot of them, which made rigging elections easier. Still, combined they had lots of spies too so they could have stopped me. But 3 of them were waging war, and one was playing cultural long after it was clear it wouldn't work (10 or 15 % influence when I won).
I played 10 civs / 20 city states on a standard size map (emperor level), maybe I'll try 12 or 15 city states to make the diplomatic victory harder and balance things a bit more.
- the other trouble the AI had is they were pretty slow to take cities (sometimes it lasts dozens of turns without any progress), mostly because of the lack of siege units and because they don't attack in a single wave, but that was expected...
- Denmark won the "War Games" (or something like that) CSD diplo project but he didn't start any war nor did he anything with his military bonus during the 30 next turns. Maybe make them a bit more likely to fight somewhere when they win the big military bonus.
My final thoughts : overall, I feel cultural (and maybe domination) victories should be made easier, the game always ends either with diplomacy or science victory. CSD made great things for diplomatic victory (it's a LOT more enjoyable now with the new quests, new system, UN and so on.), and "casus belli" / war games resolutions are a step in the good direction for military victory too.
Now it would be nice if cultural victory was made easier : maybe changing the % reduction of tourism influence for having different ideologies to something like -10 %, I think it's -33% or maybe -40% I don't remember, or reducing the influence needed to win compared to opponent culture.
The influence over opponent's happiness looks ok to me though, it's just the victory is far too long to come compared to science or diplo, especially if your opponent adequately choose another ideology, so that's probable the percentage I'd lower.
Finally, just a funny thing : in my game everybody went Freedom as ideology except Babylon who chose Order and was focusing on cultural victory. Ultimately his tourism was so strong that Austria had to switch to Order with a Revolution. A few turns later the World Ideology : Freedom passed and Austria was at -46 happiness again, so they had to switch again to their previous Freedom ideology. Austria was the land of revolutions.
