Captain Haddocks - Experience Tweaks

Matte979

Jedi Master
Joined
Oct 29, 2001
Messages
291
Location
Chicago
This is version 1 of a mod aiming to even the odds in tactical battle between the AI and the Human player. The goal is to do minimal changes.

I created two parts that adjust the experience and promotion system in CIV5. The goal is to reduce the bonuses the player can use against the AI and that includes slowing down experience gain. The rationale is that the player can maximize the system while the AI uses more fresh units. The diffrence in strength due to this makes the tactical battle to easy and especially leveled up ranged units can be devestating to the AI. You can still get experienced units but they are much less common.

Changes in version 1.

Experience per level increased from 10 to 15

Melee Experience reduced with one point.
Ranged Attack experience reduced to one point for both attack and defence.
Air Experience reduced with 1, AIR attack against City recuced to 1.

Changes in version 2

Barrack / Armory / Krepost / Military Academy all now give 30 XP each. (These buildings will now be worth building especially for ranged units)

Available in the mod browser. All suggestions for improvements are welcome.
 
Did you reduce the XP gained from getting bombarded?

Mod sounds nice, could also fit in a great general nerf since the AI just keeps them in their cities, and is also one of the disadvantages it gets in combat.
 
Did you reduce the XP gained from getting bombarded?

Mod sounds nice, could also fit in a great general nerf since the AI just keeps them in their cities, and is also one of the disadvantages it gets in combat.

Yes, you only get 1 experience point. My other mod that tweaks promotions does nerf the great general to only give +10%
 
Sounds good! I'm going to start trying all of your new mods today.

Do you think that the "barracks" style buildings (buildings that give XP to newly created units) should have their bonuses increased by 1/3, to balance the new changes? These buildings aren't very tempting to build anyway and could perhaps use a boost.

Again, thanks for these new mods. I've been taking much of your advice recently for XML changes; but this is easier. Are these mods compatible with the emigration mod? Are they saved game compatible? Thanks in advance

edit: what do you think of the "instant heal" promotion? Do you think it should be changed or even removed altogether?
 
Sounds good! I'm going to start trying all of your new mods today.

Do you think that the "barracks" style buildings (buildings that give XP to newly created units) should have their bonuses increased by 1/3, to balance the new changes? These buildings aren't very tempting to build anyway and could perhaps use a boost.

Again, thanks for these new mods. I've been taking much of your advice recently for XML changes; but this is easier. Are these mods compatible with the emigration mod? Are they saved game compatible? Thanks in advance

edit: what do you think of the "instant heal" promotion? Do you think it should be changed or even removed altogether?

I have been thinking about boosting the barrack and armory buildings, but with the changes that you earn less experience per attack they do automatically get a good boost for ranged units as its harder for those units to gain experience with the changes to only give 1 xp per attack. With these changes the Barracks still give one free promotion and with Armory you get two.

The mods are compatible with any known mods that does not change the area they change. I intentionally split them so it’s easier to use them at will. They are not save game compatible out of the box as it will greatly affect the game from the beginning. That said if you have played that long you could enable them to be save compatible in the mod info file.

The instant heal is a curse and a blessing specially with my other change to 15 hit points, I feel as promotions are harder to get you will lose more time with the instant heal with these changes. I have to play some more before looking at changing that promotion or other none percent bonus promotions. I want to change as little as possible until I know which way the AI is going to go in future patches and the AI might benefit more from the instant heal than the player as their unit live shorter so using a heal promotion is less costly in the long run as their units will have a higher chance of dying anyway.
 
Back
Top Bottom