<Nexus>
Traveler of the Multiverse
Errrr... No?Just an observation, but peeps are aware that you can tweak AI behavior in the BUG options menu, right?
I'm very tired right now, so maybe just that but I don't get what you mean.
Errrr... No?Just an observation, but peeps are aware that you can tweak AI behavior in the BUG options menu, right?
RevDcm tab, and A New Dawn tab respectively. There's options there to adjust the AI thresh holds on the DCM tab, and some more options on the AND tab. Granted, I like playing Barbarian world, but it's my experience that adjusting options from base settings also affects AI civs.Errrr... No?
I'm very tired right now, so maybe just that but I don't get what you mean.
I'm not sure if it could be mergetat all and even if it's possible, it may be beyond my skills but I'll have to take a look at it. Thx!As a side thought <Nexus>, have you ever talked to Walter over in the RI forums? His modcomp "AI plays to win" is pretty impressive. I've had some rather bloody games with that option ticked when playing that mod.
If it's not just a smart weight arrangement, it's likely coded in DLL, which Nexus doesn't work on.His modcomp "AI plays to win" is pretty impressive.
I guess it is a DLL thing and yes, I don't really work with those unless I get some help. For example right now I'm waiting for @keldath to return and help merging a code from DotO that I suggested. It is about losing one's capital following in a short anarchy.If it's not just a smart weighot arrangement, it's likely coded in DLL, which Nexus doesn't work on.
I wouldn't mind you sharing your experiences with us. I guess most of us don't experiment too much but stick to our favorite nd best known options.I'm still trying to figure out a good set of parameters for those 2 tabs, but experimenting has been rather fun.
Sure thing. My next day off I'll see what the settings are on the current game.I wouldn't mind you sharing your experiences with us. I guess most of us don't experiment too much but stick to our favorite nd best known options.
This to me sounds like your settings, specifically game speed. Build/constuction times will vary according to game speed as well. Additionally, early game is supposed to be slow by design, as this gives you time to explore the map, and start building up an economy. Civics play into this as well, and the good stuff doesn't happen until later eras.The other part of why I had a hard time getting into it was the very slow pacing and limited city growth of the early game (I guess it's mainly the ancient era in particular).
Hmnn. What do you have 4 tiles north of Pasargarde? Is that an AI Civ? If it is, then that's part of your problem, as another AI's culture will overwhelm your new city. Additionally, you can offset this malus by connecting your 2 cities with a road, as well as building a culture building or two. 4 tiles away is a good rule of thumb for vanilla BtS, but for this particular mod ( depending on settings) I'd recommend 5 tile separation. If you've chosen the feature expanded cities, then you'll want 5-6 tile separation, as you can work 3 rings in later eras.1. What causes the "we're too far away from our capital" unhappiness malus? I settled a second city about 3 or 4 tiles away from my capital and found that it couldn't even work one tile at first due to the massive unhappiness hit. I would like to remove that penalty for my mini-modmod as I feel that it's overly restrictive
The belligerence civic I never use, as I prioritize growth over combat. I'll usually just bee-line archery, and then focus on growth and science. Once I gain the appropriate techs, I'll switch to pacifist for the sci boost and turtle until the relevant tech comes along for me to switch several civics at once using a Golden Age.2. I think the belligerence civic isn't giving me the free units properly. It says that it will provide 10 free units but my unit costs haven't changed at all since I switched to it. I'm attaching a save in case that's helpful (you may notice that my capital is pretty big for 2900 BC, that's due to me removing the majority of the civic growth penalties in my mini-modmod).
Your integers will adjust as you build more buildings associated with hammers. Looking again at your SS, it appears that you've only just started this game, or just a few turns into it... Yup, 2980 BC, so your not to far along into the game. Again, lol, your in the Ancient Era, so things are slow by design. Things are not going to go fast unless you've chosen quick speed or faster on game speed.3. Would it be possible to get things like production to round to the closest integer instead of rounding down only? As it is now, even a 5% production reduction from an early civic turns into a 50% production reduction because 1.9 hammers in a new city get rounded down to 1 (see the screenshot I'm attaching.) That again slows down the early game too much imo. I realize that that could be complicated to implement, but I just though I'd ask.
Oh... errr... I thought superspies were merged into AND long ago. But spies returning to the nearest city would be nice indeed. Do you have a link for the that mod? I may try to use my humble skills to merge this thing.Oh, that reminds me; @ <Nexus> Have you ever thought about incorporating the modcomp SuperSpys? The main feature of that Modcomp was that spy's return to closest city instead of the Cap. That would save a huge headache of transporting spy's all over the map.
Well, I meant to make the early game "small scale". Focus on one city and micromanage it. I know it is very different from BtS.The other part of why I had a hard time getting into it was the very slow pacing and limited city growth of the early game (I guess it's mainly the ancient era in particular).
I'll try to check it. Thanks for the save.2. I think the belligerence civic isn't giving me the free units properly. It says that it will provide 10 free units but my unit costs haven't changed at all since I switched to it. I'm attaching a save in case that's helpful (you may notice that my capital is pretty big for 2900 BC, that's due to me removing the majority of the civic growth penalties in my mini-modmod).
No, because that's arcane magic (high level programming). If the coding expert modders couldn't fix it, than I won't either3. Would it be possible to get things like production to round to the closest integer instead of rounding down only?
That scales with map size and era. What's considered too far in the ancient era, is fine in the medieval era and meaningless in the modern.1. What causes the "we're too far away from our capital" unhappiness malus?
What about the others? I feel that Prosperity kinda makes all other civics meaningless in the category.The belligerence civic I never use
It probably is, and I'm probably naming it wrong. I'll look in the old threads when I get home from work tonight.Oh... errr... I thought superspies were merged into AND long ago. But spies returning to the nearest city would be nice indeed. Do you have a link for the that mod? I may try to use my humble skills to merge this thing.
It does actually. I try to avoid the others as much as possible. On a personal bias, I try to avoid the Oligarchy civic as much as possible.What about the others? I feel that Prosperity kinda makes all other civics meaningless in the category.
From my perspective, Oligarchy splits the difference between Auto and Demo. The problem is, is the way it's structured in the Civics. Think Merchant princes of Venice. Oligarchy only allows a limited number of cities, and it slows sci. The positive being gold generation of course. In the few attempts I tried it, it really wasn't worth investing in. Autocracy is limited as well, BUT, it doesn't hamper sci and growth as badly as Oli. I've also experimented with Socialism civics a bit, and while powerful in its own right, it just can't beat Demo/Lib. Once you gain Prez and Fed, it's a pure power house. I've had games where multiple AI's switched to Similar civic choices as mine, and it just gets insane ( Having Cupac or Lizzy running the same civics is a true nightmare. Especially Cupac).So Oligarchy is rather useless, right?
I remember reading the wiki of a grand strategy game that had autocracy, oligarchy and democracy. Autocracy had agendas, democracy had something else but oligarchy had access to both. Anyone recall the concept?
Thanks broI'll try to check it. Thanks for the save.
Haha I thought it was something like that, thanks anyway.No, because that's arcane magic (high level programming). If the coding expert modders couldn't fix it, than I won't either
But if should ever a modcomp come out fixing, I'll try to merge that if I can.