Should we turn on that option by default?
I'd rather the modders and core play testers tried it out a bit first ideally.
Should we turn on that option by default?
I'd rather the modders and core play testers tried it out a bit first ideally.
Apparently you build only 1 or 2 units per city. And you must use Hurry Production all the time
JosEPh :/
Well, the reason I said that is because my 25% increase is for all things; build costs, tech rates, and everything else. Basically, from looking at your saves and the saves and reports of others, I concluded with my math that a +25% to techs and build costs would put progression on track with the number of turns, at least until Renaissance.
There has been the idea of a "Bad Karma" mod which contains bad stuff like dark ages, "War of the Worlds" invasions and the like. For people who want a bit more of a challenge.
The only issue with that is that it would most likely disadvantage the AI more than the human player, and we really don't need that.
Yes. You should see:
- Negative gold buildings now show in the hover text a maintenace cost
- The gold actuals do NOT multiply counter-intuitively with banks etc. (but do increase with things that add percentage maintenance)
- Probably net result of slightly more gold at low difficulty levels, but less gold at high ones
An easy way to see its effect is after its switched on, look at the change in income per turn. I was playing deity with around 30 cities in early renaissance i think when i first tried it and it resulted in -$300. Which was the equivalent of 5% of my science slider. So i had to drop from 70% to 65% science if I recall correctly.
In my new game my economy is struggling due to me having expanded rapidly (imperialistic trait) trying to box in france whose sharing my continent. I've got 16 cities late ancient deity, and Im running 10% science but 2 or 3 of my cities have to build wealth. So things are looking good on the gold balance front![]()
Man chariots are super powerful now. What changed? Was it always +100% vs melee? 6 strength and starts with +25% withdrawal. WOW thats so stong, wth is suppose to beat this? Unless u have elephants your kinda screwed. Maybe skirmishers I suppose.. All the AI chariots in my game have 60% withdrawal and they like never die.
Someone needs to come knocking at your door with a SoD!
Actually ls612 I've mentioned at least 3 times in the last week that gold is more abundant in this version. And I keep pointing to the "New housing lines" (you can now build everyone of them and get goodies). Heck in one of my games I just built Bone Huts in my Capital city in the Med Era for +3 hammer and 3+Gold. Just like Pacal says, Gimmee Gimmee! More More!
JosEPh
Not anymore!Hydro must have read this post and decided to make your
situation miserable again.
Man chariots are super powerful now. What changed? Was it always +100% vs melee? 6 strength and starts with +25% withdrawal. WOW thats so stong, wth is suppose to beat this? Unless u have elephants your kinda screwed. Maybe skirmishers I suppose.. All the AI chariots in my game have 60% withdrawal and they like never die.
If you check out the AI category on the issue tracker system you'll se that I have started entering AI enhancements, beginning with the high priority ones I want to start with when I get time to work on the AI again. This one is already there.i saw AI have 50 guard units in and around there capital. With not one police promotion. Besides this tho 50 is a joke. He had 50+ of them and like 30+ archers 20+ war dogs. Its stupid how the AI places sooooo many units around a city that is usually in the centre of there empire. They need to place way less emphasis on this and much more emphasis on there border cities. Also what is the point of building 50+ guard units, they can't attack and cost $$ per turn, 2 or 3 they should build at most. Can you cap how many they build per city?
Agreed. Currently the AI only uses bombardment of any sort against cities really. It's definately an area that needs work. When you have points as concrete and specific as this please enter them directly under the AI category on the issue tracker system, and I'll try to pick them up from there (or at least to prioritise them so you'll have an idea of whee I am with things generally)Another thing I have never once seen AI use seige units against one of my stacks. If they see a stack of units inside there territory- they should build up some seige units to attack it in one turn together with a stack of there own. Without this tactic the AI are retards in war. Like even when im about to capture a crucial AI city they never rearrange city defences. They never pull for example 10% of all city defending units to go towards a city that is under threat. The AI should consider something like 20% of there city defence units as a 'mobile' defence team. If they feel a certain city or certain cities plural are under threat, this 'mobile' defence team should mobilize.
IMO that's slightly over-simplistic (and actually is what it does now, though its look-out radius is laughably small), mostly because it typically doesn't have visibility to uni concentrations inside your territory when you are massing. However, I DO have my own ideas to improve the threat-level evaluation, of which visible unit density is certainly a component, and it is something I am actively planning to do fairly quickly once I am able to get back to AI workThis 'feel under threat' should be defined simply by which cities have the highest concentration of nearby rival units/cities. (Overseas excluded). So if they are sharing a continent with me and they are on the right hand side of the continent, I am on the left, (which was the case in my current game). It is idiotic for them to have the highest concentration of units and defenders on the right side of there empire (which they did). What is the point of defending there last cities with a heap of troops if 70% of there other cities are already dead.
Fair points. Enter them in the issue tracker please. As a general rule if you have a specific and self-contained observation/suggestion (like the individual paragraphs above) check whetehr they are already listed in the AI section of the issue tracker, and if not (or it's not immediately obvious after a brief scan) add new ones.Another thing, the AI builds LOTS of navy but never uses them offensively. They should be guarding there borders during peace, and during war they should be actively out in enemy territory with 95% of there fleet, bombarding/destroying fishing boats/blockading.
Oh and one more point, during war the AI should be very very reluctant to go into anarchy. Unless the war is going very well for them they should not consider going into a 4+ turn anarchy, since it might cost them the game.