EldrinFal
King
- Joined
- Mar 22, 2011
- Messages
- 926
Bringing discussion of buildings and changes to Buildings Thread.
http://forums.civfanatics.com/showthread.php?t=437557&page=4
http://forums.civfanatics.com/showthread.php?t=437557&page=4

Well I can see Pacifism is still OP and imho breaking the games play. It's 100% Culture is over the top and causes the AIs to adopt it Universally. It's just like Slavery was when it was 1st introduced back in RoM days. Every AI used it and wouldn't change from it. It unbalanced the whole game. And Pacifism is doing the same thing.
I'm seriously considering trying to figure out how to eliminate it as a Civic. So the AI acts normal again. The Only good thing it does is give the AI a Cultural win. But in doing so it destroys the Leader Traits, basically rendering them useless/ignored.
I could probably live with a 10% Culture boost from it but Not 100%.
JosEPh![]()
By the definition of that tag, I thought that would have made the AI favor it less. Maybe tweak that one too and see what kind of results you get.Joseph, can you test out a tweak to Pacifism then? Edit the XML file and reduce
<iCommerce>100</iCommerce> to 10, as you suggested above, and see how that plays out. Interestingly enough, in the XML file I am looking at, the AI Weight shows -50 for that CivicBy the definition of that tag, I thought that would have made the AI favor it less. Maybe tweak that one too and see what kind of results you get.
That would be in the Civ4CivicsInfo xml file right? If I can find it I'll try it.
JosEPh
I thought so. If AIs behave as Joseph said, that's weird.
Pacifism should be a fill-in players use when they don't have any war plan at that time.
For the purposes of testing a big, loooooong scenario I'm developing, is there any way to reactivate the hard city limits? Like, is it one of those DLL things or some setting in the XML?
I've been trying to figure out why my new civic evaluator seems to like changing from Irreligious to Folklore even when tribalism is close (rather than holding off and doing both as I expected it to). Turns out its because Irreligious has an AIWeight of -100 attached to it - why is that there? Anyone know?
In fact on checking I see several of the newer civcs have AIWeights attached. In general these tend to screw up the AI assessment routines unless they are individually tuned, so anyone iobject if I remove them all for now until we see what tuning is actually needed?
If the AI can evaluate the bonuses/negatives of Civics on its own, is the weight needed at all?
Joseph, can you test out a tweak to Pacifism then? Edit the XML file and reduce
<iCommerce>100</iCommerce> to 10, as you suggested above, and see how that plays out. Interestingly enough, in the XML file I am looking at, the AI Weight shows -50 for that CivicBy the definition of that tag, I thought that would have made the AI favor it less. Maybe tweak that one too and see what kind of results you get.
<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>10</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>

The AI Weight even at -50 is doing Nothing to stop ALL but 1 AI in my game from using Pacifist. So I've reset it to 0. I've also reduced Culture by 2/3 to 33 from 100. And even that maybe too strong. With the unaltered settings (not these) Shaka is still a Pacifist but Annoyed with everyone and at war with the only AI not using Pacifist (Siam) but he won't go to war against me.
I had let this slip my mind.
I'll have to look to see if I changed the iCommerce value. And I'm not sure if I need to start a new game or just plug these new values in and see what shakes. Any suggestions on that?
Is this the block for the iCommerce change:
Code:<CommerceModifiers> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>10</iCommerce> <iCommerce>0</iCommerce> </CommerceModifiers>
JosEPh![]()
The AI Weight even at -50 is doing Nothing to stop ALL but 1 AI in my game from using Pacifist. So I've reset it to 0. I've also reduced Culture by 2/3 to 33 from 100. And even that maybe too strong. With the unaltered settings (not these) Shaka is still a Pacifist but Annoyed with everyone and at war with the only AI not using Pacifist (Siam) but he won't go to war against me.
I had let this slip my mind.
I'll have to look to see if I changed the iCommerce value. And I'm not sure if I need to start a new game or just plug these new values in and see what shakes. Any suggestions on that?
Is this the block for the iCommerce change:
Code:<CommerceModifiers> <iCommerce>0</iCommerce> <iCommerce>0</iCommerce> <iCommerce>10</iCommerce> <iCommerce>0</iCommerce> </CommerceModifiers>
JosEPh![]()
CommerceModifiers Modifies the commerce output in all your cities (+n%) (respectively, for gold, research, culture, espionage)

Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
Cobol destroyed my 4.0 grade avg.. 

Code:Flavor> <FlavorType>FLAVOR_CULTURE</FlavorType> <iFlavor>10</iFlavor> </Flavor>
What does this do to Culture for Pacifist? Make the AI "want" it more?
I've D/l'd tortiose but just not sure what to do with it yet. What programming skills I had from College was back when Cobol, Fortran, and Basic were all New and Shiney!Cobol destroyed my 4.0 grade avg..
JosEPh![]()
I've D/l'd tortiose but just not sure what to do with it yet. What programming skills I had from College was back when Cobol, Fortran, and Basic were all New and Shiney!Cobol destroyed my 4.0 grade avg..
![]()
