Thunderbrd
C2C War Dog
Interesting observations. What difficulty level are you testing at?
Interesting observations. What difficulty level are you testing at?
Known scenario problems that i change now in UEM 2.7:
Scenario still to easy at deity + eternity because the AI still sucks.
1. It takes to long for the AI to get the community disscussions or knowledge inhertiance building to build myths that boost the research.
Solution: I will give all civs now a free community disscussions or knowledge inhertiance building, that will also help the AI to keep up with education at population grow. All civs still need to reasearch language and oral tradition to be able to research the later techs attached to these techs.
2. Problem, it takes the AI to long to get hunters and start hunting to build myths and boost the research, i do 50 research points when the AI does 10.
Solution: 2 Free trackers for every civ at start. So the AI will be able to hunt from start. Also i place the free trackers for traped nations on the map like portugal a bit to asia so they can also hunt from start. Also every island civ get its starting trackers to the closest mainland to make it fair for them.
I have been considering changing the requirement for myths and stories to the tech rather than to buildings that come with the tech. Giving the buildings free has other issues clouding the problem/solution.
Giving free units when those units can't be built normally seems a bit over powered to me. We can give free units at a tech discovered if you want. We do it with gatherers after all.
Having them appear far away from their home city seems just wrong. Why have the city start there if you are going to do that.
I wanted the initial restriction on movement through cultural areas changed to free passage through unworked tiles for reasons you are experiencing.
While new tags could make this possible, one of the defining differences between recon and hunter is this specifically and I'm not sure it would be a good idea to change that.So i strongly suggest, make hunters be able to pass other civs territory borders, yes that will help, not for island civs but will help all civs in later games. So blocked civs can still go to hunt, will help the AI.
Pop is the ONLY drain on education at all.
If you don't have at least a -1/pop on education (which is the representation of the need to spread teaching around at all) then education has nowhere to go but up. Pop is the ONLY drain on education at all.
Propaganda for instance.
Edit: And Military Tradition (Education). I think that's it.
@DH Remember that makeing the myths to need a tech to be build and not the buildings will not work because the AI may research the tech to late, so if you want to change that make the myths building require nothing to build or let it so as it is now, bound to these buildings. If you change it please report here so i can adapt the scenario.
While new tags could make this possible, one of the defining differences between recon and hunter is this specifically and I'm not sure it would be a good idea to change that.
BTW, setting the AI to be at Deity level difficulty themselves but then giving them handicaps in other ways seems unnecessary to me. The problems you're trying to overcome for them are not as exacerbated to the extend to require these steps if they aren't given the hardest setting themselves.
This also explains why they are struggling so much with education!
Too many AI in this scenario especially the "Old World" part of the map. Remove 10 AI from that side and they will do better impo.
I was looking into why the AI on Noble (their default) was going negative education so early. But that was put on the back burner. And while the Palace gives a +1 education (to offset the -1 for pop on Noble) it's not enough. Crime is reduced by 20 from Palace alone. And I never touched the Palace settings. I also feel that Noble should not be giving -1/pop to Education Or that Education's Property values need adjusted. In fact the very idea that education Must be -1/pop on Settler makes no sense to me. Settler thru Noble have the same education values in the Handicap files.
As for adding more units up front for the AI, that is just increasing the AI's maint. cost too early. Giving them more of a Gold drain than they should have. And since the Option Of Upscaled Unit and Bldg Cost is added into the mix for this scenario it makes it even worse.
The Option choices used are being revealed as to which ones cause the AI problems. Adding units or buildings or more gold at game start is just a temporary band-aid to mitigate these Option choices. The problems are still there because of the choices made.
JosEPh
In which case it is not the building that is the problem and changing the building to auto build on the tech rather than on the buildings the tech provides wont help. They are not seeing the importance of the tech. That is the first problem.
The question becomes how deep does the check for importance of the tech and buildings go? Does the check for tech only look at the buildings/units directly opened up by the tech? Or does it consider the buildings auto built by the tech? Dose it consider the buildings that the buildings opened by the tech open up? If it is only going one lever ie what buildings are being opened up by the tech then that could be leading to the undervaluing of a number of techs and buildings.
The problem is that the Hunter is a unit that can attack. It's also not hidden nationality. This means that there would need to be at least a diplomatic relationship with the AI nation or special movement rules applied to the hunter to keep it from causing problems with AI cities.What should be the problem to let hunters pass thrue other territory borders? So they can reach open land to hunt?
Propaganda for instance.
Edit: And Military Tradition (Education). I think that's it.