diety playtrough with multiple modmods

sunrisereader

Warlord
Joined
Jan 2, 2015
Messages
187
Started a game with dangerous animals,my take on civics(experimental version) and the pests, disease and unit promotion modmod

the civic penalties to gold hit 100%, so i am unable to pay for anything:
http://steamcommunity.com/sharedfiles/filedetails/?id=461119724

the fact that the ai needs 114 turns to research cave dwelling they probably out of gold as well:
http://steamcommunity.com/sharedfiles/filedetails/?id=461115685

there is simply no way to earn gold with the starting set of civics so i am replacing Civics_Toffer_v0.6.6.2_Experimental.7z with Civics Toffer v0.6.5.7z

with the 6.5.7 version the ai started doing research again , but has anyone any tips on getting more gold to be able to pay for hunting units now the gold i got from some tribal vilages has run out?
 
once i had some more production buildings like the stone workshop i could get back in the black by alternating building meager wealth and building.

i lost the game when a group of barbarian spearman and slingers captured my only city.

I am restarting the game using the 6.5.7 version of toffer's civic modmod from the start.
 
-115% from civic, that was really not my intention at all.... I must have made a bad edit right before I uploaded it. Sorry for that.

What map size were you playing on btw?

are you also using Rwn's difficulty modmod or nightmare mode?
 
i think that the dangerous animals mod keeps the AI in there own territory and one AI has 3 cities all others have 1. I used merged hunting units, the chasers had to avoid most animals and died a lot. the trackers did better but still lost most fights with the big cats, the hunters still had troubles with those until they got the might promotion giving them +1 strength after that they where almost unkillable
 
I think you maybe installed my modmod by putting it in the "my mods" folder; which would result in a strange mixture of my civics and the old civics. I suspect this because you also had a very high city maintenance; it should have been around 0.4 at that population.

I should probably have an install instruction in the opening post.
 
installed the civics mod by overwriting the existing files. Did you make changes to the building AI cause i got 4 cities now and most AI only have 1.

filedetails

http://steamcommunity.com/sharedfiles/filedetails/?id=464752759
is probably the worse offender of doing strange things, they made 2 gatherers and a tribe + military units but there all still inside there capital.
 
installed the civics mod by overwriting the existing files. Did you make changes to the building AI cause i got 4 cities now and most AI only have 1.

filedetails

http://steamcommunity.com/sharedfiles/filedetails/?id=464752759
is probably the worse offender of doing strange things, they made 2 gatherers and a tribe + military units but there all still inside there capital.
I have not changed anything in the AI code.
I think that what you experienced is caused by dangerous animals. They consider it unsafe to venture outside cultural borders and are stuck.

In my test games I often see the AI building tribes without using them right away, but this is just because they don't have the economy to use them, so they are kept for later. Also the AI usually have a much better economy than me on deity so they are never behind in number of cities.

EDIT: If you want hunting to be a bit harder you can also get that from the "my take on promotions" which I know works excellent with "my take on civics", but it won't be even close to the level that "dangerous animals" elevates it to.

EDIT2: It's quite strange that they aren't using their gatherers, they shouldn't perceive the animals as a danger, since they can't enter the border.
 
ill replace dangerous hunting with your promotion mod and start a new game and see where i and the AI's are once sedentary lifestyle is researched.
 
installed the civics mod by overwriting the existing files. Did you make changes to the building AI cause i got 4 cities now and most AI only have 1.

filedetails

http://steamcommunity.com/sharedfiles/filedetails/?id=464752759
is probably the worse offender of doing strange things, they made 2 gatherers and a tribe + military units but there all still inside there capital.

It's not strange at all with Dangerous Animals in use. If the AI does not have a tile close to it's borders (within 1-3 tiles) they will wait till the animals have been reduced significantly to place the next City. If they had a spot more than that selected they will wait a long time.

Rwn made the animals so dangerous that regular Mil units (Axe, spear, and even archer) have to go out in groups bigger than 4-6 as escorts for settlers. And the farther the tile selected the more units they lose till they are all dead.

And while the DA modmod is a good challenge for the Player it Greatly curtails the AI's expansion for a long time, at least what I've seen in 4 test games without Size Matters or FoF in use.

JosEPh
 
Without dangerous animals the ai's are expanding and several are keeping up in score and number of cities.

this play through i got the soux as random civ and ended up in the south of a narrow continent with only 1 other player at the start and had a lot of luck with the goody huts they gave a tribe + a lot of gold so i could settle my 2nd town before tribalism while loosing 10/15 gold per turn to upkeep until i could switch to barter/build the building unlocked then. after hitting sedentary lifestyle my first research goal was mining for the metals civic followed by masonry, so i could adopt city states and build town watch units to reduce crime. After that i went for specialization for tamed animals and finally monarchy where i am now.

i am currently loosing to much gold per turn and have to much unhappiness from settling to many towns to expand more

financial overview:
http://steamcommunity.com/sharedfiles/filedetails/?id=465842350
filedetails


cities overvieuw:
http://steamcommunity.com/sharedfiles/filedetails/?id=465842390
filedetails


the happiness breakdown in one of the major towns:
http://steamcommunity.com/sharedfiles/filedetails/?id=465842554
filedetails


Health breakdown of that town:
http://steamcommunity.com/sharedfiles/filedetails/?id=465842428
filedetails
 
My civic modmod makes all difficulties give the same goody hut outcomes.

Most goody huts gets taken by the AI so I don't see the problem here, even if the player manages to snatch more than any one single AI, there would still be a bigger probability that a couple of the AI gets a tribe than that the player gets one.

Edit: My reasoning depend a lot on how many AIs there are in you game though.
 
Without dangerous animals the ai's are expanding and several are keeping up in score and number of cities.

this play through i got the soux as random civ and ended up in the south of a narrow continent with only 1 other player at the start and had a lot of luck with the goody huts they gave a tribe + a lot of gold so i could settle my 2nd town before tribalism while loosing 10/15 gold per turn to upkeep until i could switch to barter/build the building unlocked then. after hitting sedentary lifestyle my first research goal was mining for the metals civic followed by masonry, so i could adopt city states and build town watch units to reduce crime. After that i went for specialization for tamed animals and finally monarchy where i am now.

i am currently loosing to much gold per turn and have to much unhappiness from settling to many towns to expand more

This is close to what I set out to achieve with my modmods. What are your opinions on this result? Was there anything that annoyed you about it?

Edit: I saw from one of those pictures that I will have to make education a bit harder to control. ^^
 
My civic modmod makes all difficulties give the same goody hut outcomes.

Most goody huts gets taken by the AI so I don't see the problem here, even if the player manages to snatch more than any one single AI, there would still be a bigger probability that a couple of the AI gets a tribe than that the player gets one.

Edit: My reasoning depend a lot on how many AIs there is in you game though.

Hence breaking Goody Huts in C2C even further:D. If they get the good couple of outcomes at the start of the list then they don't get the bad couple at the end of the list.
 
AFAIK, for example if there are 12 possible outcomes from goody huts and three levels of difficulty.

Lowest level difficulty can get outcome 1-10 but never 11 or 12 which are bad.

Middle level difficulty can get 2-11 but never 1 excessively good or 12 bad.

Highest level difficulty can get 3-12 but never the very good 1 or 2.
 
AFAIK, for example if there are 12 possible outcomes from goody huts and three levels of difficulty.

Lowest level difficulty can get outcome 1-10 but never 11 or 12 which are bad.

Middle level difficulty can get 2-11 but never 1 excessively good or 12 bad.

Highest level difficulty can get 3-12 but never the very good 1 or 2.

These are the outcomes defined in handicapinfo.xml by my civic modmod and is the same for all the difficulties.
Code:
			<Goodies>
				<GoodyType>GOODY_HIGH_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_LOW_GOLD</GoodyType>
				<GoodyType>GOODY_GATHERER</GoodyType>
				<GoodyType>GOODY_TRIBE</GoodyType>
				<GoodyType>GOODY_STONE_THROWER</GoodyType>
				<GoodyType>GOODY_WARRIOR</GoodyType>
				<GoodyType>GOODY_STONE_AGE_SPEARMAN</GoodyType>
				<GoodyType>GOODY_MAP</GoodyType>
				<GoodyType>GOODY_EXPERIENCE</GoodyType>
				<GoodyType>GOODY_HEALING</GoodyType>
				<GoodyType>GOODY_TECH</GoodyType>
				<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
				<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
				<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
				<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
				<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
			</Goodies>

Are you telling me that some code somewhere outside this XML excludes/prioritizes some of the outcomes based on what difficulty one plays?
 
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