I still wish they would work to adjust the game so that civs can conquer one another completely. As is, city walls pretty much shut down offensive wars, and it really hurts warring civs due to the expended resources rarely yielding much. Most of the time, the AI units fail to do much against each other, and especially against a human.
I wonder if a mod to reduce city and wall strength (likely significantly) would lead to a more exciting game.
I’d be happy to have some more people testing this out, as I agree that the possibility of AI conquest, either growing in size at one another’s expense, or threatening your own borders, could add some real excitement.
I found that weakening walls alone did some to help, but not much. I make walls 50% AND give AI +25 CS against districts (each other and players). This means their siege only needs to land one shot, which they usually can, and 3-4 units can take a walled city if not interrupted.
But what really helped was lowering the min odds of success in the Operations file from 65% to 10% once war was declared (which is less risky now that cities can be taken with a few-unit advantage), increasing the number of operations so that attacks on multiple cities with more attack teams can happen, and increasing city pseudo yield valuation so more wars are declared. I also set wars to 20 turns min but not sure if that is needed with current settings.
This all leads to most civs being at war with at least someone throughout most of the game. And they will keep throwing units at cities, ultimately emptying their empire into the assault (instead of their default of forever storing several dozen units in their own borders). This most often will cause the winner of the open war to start the rolling conquest. As I’ve shared, I pair this with a modified DA to cause the winner to collapse in a later era. This causes some back and forth among the AI, but the science advantage of owning an empire for an era or two is significant.
So at least this testing shows the entire spectrum of (albeit not smart) behavior is possible, from recklessly aggressive to needlessly passive. And player strategic advantage might falter under a more relentless assault by superior to units, or by war on two fronts.
FXS seems to have good intuition about their own parameter files, I’d like to see a patch that offers a hardcore mode where the AI is geared for conquest. This would be a great time for them to work out bomber-led assaults and deployment of fighters into combat zones. I watched a game with RealStrategy via Firetuner and Mali leapfrogged through an entire rival with a single bomber and two tanks in a matter of turns. Its hard to see air combat with animations off, but most jet fighter end up with one promotion, so they must be seeing some action at least.