From an impartial point of view, it doesnt really matter if the vanilla concept of Noble being equal footing in regards to AI bonuses is kept in C2C.
I suggest a group of settings where Noble has the AI act as competitively in C2C as it does in Vanilla. Then have a few settings above and below that. Perhaps a little blurb stating this concept to be added to the notes as well.
What you really want to avoid are settings, espicially multiple settings, where the AI doesn't offer any challenge against even the most casual and careless player; And lets be honest, this mod is not going to be that type of player's cup of tea anyway.
I've considered the same myself, but I always end up thinking that there is a very good debugging value in having a difficulty where the human player can evaluate AI performance when there are no handicaps either way.
My suggestion to remove "chieftain & settler", and to move warlord between Noble and Prince was quite unpopular.
Maybe it would be more popular to suggest that the AI should play settler difficulty and that the "settler" handicap should be the point where Human and AI are on equal footing?
True, but I would think they should still be setup at all levels to be able to spread as soon as they get to tribalism like a decent player would do.
Assuming a lack of gold is the main culprit for the AI not to expand on the easiest difficulties, then we would need to ensure that there is plenty of gold for all players in the early game (particularly when hitting tribalism).
This would most efficiently be achieved if there was python code that awarded "100 gold multiplied with gamespeed" to players the moment they invent Tribalism. (It would be 1000 gold on Eternity and 50 on blitz).
The code could also evaluate difficulty so that the amount of gold awarded will be less the higher the game difficulty is at (defined by human player difficulty only), then no players will get any gold when human player is playing on Nightmare difficulty.
Or should it perhaps only consider the difficulty of the specific player so that AI get their "100 gold multiplied with gamespeed" regardless of what difficulty the human player use, and the human player won't get squat on Nightmare difficulty?
I want to avoid doing general economical boosts across the board to all players in XML as then we will quickly exasperate the "too much gold" issue.
The AI may over-invest into some things like production buildings and research buildings before it feels ready to spread and then when it does create a settler it hasn't had enough time to build gold buildings so it cannot support having a new city yet and it lasts that way long enough to then disband the settler.
The human, understanding how to walk finer wires would stop constructing even production and research creating buildings to pause to build the settler and the accompanying military to go with it AND would then understand that it needs to build some gold producing buildings and THEN come back around to production and research when it can afford to, knowing that the spreading of the next city may mean an immediate impediment to research obtainment and may slow down construction and unit training a bit for now but in the end the next city is a stronger investment.
The AI cannot make judgement calls like this. It only knows that if it can construct a production giving building, it's generally more important than a food giving building which is generally more important than a research giving building (unless falling behind in research), which is generally more important than a gold producing building (unless in a gold crisis). One of the first things it evaluates is if it has enough settlers and escorts for them. And it won't train either if it's in gold crisis, but if it goes into gold crisis after those units are trained, which they very well can right now due to rather strong unit upkeep costs, then it won't be stupid enough to send the settler out.
The human would go ahead and send it out and when he experiences a round that would put him in strike at 0% research, he'd put the city on a gold producing process until his treasury is high enough to allow some margin to go back to constructing what it takes to get out of the gold crisis.
Crime can also complicate this because once in crime it can be much more expensive to get out of it, and that, too, can get the AI stuck in the process of having a Settler that never completes getting ready to deploy.
I would like to look at what economical factors the AI considers before feeling ready to train a settler one day, it sounds like there should be a better evaluation of national economy in that consideration than what it currently have.
There might have to be a stricter economical evaluation for training the settler, and escorts, than what there is for actually sending the settler out to found the city, an economical buffer zone so to speak, to allow for a worsening of the economy between finishing the settler and actually sending it out.
Not something I want to look at right away, the python solution I presented above could be a good solution for now.
This is a good discussion.
Agreed, I felt it was necessary when I saw the solution raxo presented, it was not a bad suggestion in itself but I felt it was a bit inaccurate and therefore unwarranted.
It is usually better to discuss before acting than to act prematurely, regardless of what we agree on in the end.