[to_xp]Gekko
QCT junkie
I have a few suggestions:
1) Loki: 80 hammers ( was 180 ) , 100 AIweight ( was 200 ) , disrupt can no longer flip cities.
while I do love the flavour, no player would ever let this happen and it's just unfair that AIs will lose many, many cities to this. it's pretty gamebreaking for other non-creative AIs in the game at the moment imo.
2) Kuriotates get 1,2,3,4,5,6 cities on duel,tiny,small,normal,large,huge mapsize ( was 2,2,3,3,4,5 ) . this keeps them competitive on larger mapsizes which at the moment is not really true imo and makes them scale better. also, their palace should need only 2 cities to be buildable, so they can move it even if they cannot build 4 cities on smaller map sizes.
3) remove DoW by barbarians for Barbarian trait: I've seen it mentioned by MC and agree it's much better. Barbarian is already arguably the weakest trait unless you're Clan, keeping the score low artificially feels incredibly gamey and it messes up Averax's gameplay. due to how the barbarian AI works, the moment you lose peace ALL the armageddon nasties stop what they're doing and come right at you instead. very lame finish for a successful game plan
4) change freeXP for AI to 1,2,3,4,5 for prince,monarch,emperor,immortal,deity ( was 1,2,4,6,8 ) freeXP wasn't in civ4 originally and was added to FFH when the AI was braindead, but was never tweaked after it got taught how to put together stacks of doom and use them aggressively. the proposed values still give 2 free promos at deity, and does not buff charismatic leaders more than others ( they would get 3 free promos at deity ) . it also works much better alongside increasing/flexible difficulty.
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side note, have you ever considered having Adaptive trait also trigger on the first turn?
I've also noticed the Elohim still start with pacifism.
1) Loki: 80 hammers ( was 180 ) , 100 AIweight ( was 200 ) , disrupt can no longer flip cities.
while I do love the flavour, no player would ever let this happen and it's just unfair that AIs will lose many, many cities to this. it's pretty gamebreaking for other non-creative AIs in the game at the moment imo.
2) Kuriotates get 1,2,3,4,5,6 cities on duel,tiny,small,normal,large,huge mapsize ( was 2,2,3,3,4,5 ) . this keeps them competitive on larger mapsizes which at the moment is not really true imo and makes them scale better. also, their palace should need only 2 cities to be buildable, so they can move it even if they cannot build 4 cities on smaller map sizes.
3) remove DoW by barbarians for Barbarian trait: I've seen it mentioned by MC and agree it's much better. Barbarian is already arguably the weakest trait unless you're Clan, keeping the score low artificially feels incredibly gamey and it messes up Averax's gameplay. due to how the barbarian AI works, the moment you lose peace ALL the armageddon nasties stop what they're doing and come right at you instead. very lame finish for a successful game plan

4) change freeXP for AI to 1,2,3,4,5 for prince,monarch,emperor,immortal,deity ( was 1,2,4,6,8 ) freeXP wasn't in civ4 originally and was added to FFH when the AI was braindead, but was never tweaked after it got taught how to put together stacks of doom and use them aggressively. the proposed values still give 2 free promos at deity, and does not buff charismatic leaders more than others ( they would get 3 free promos at deity ) . it also works much better alongside increasing/flexible difficulty.
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side note, have you ever considered having Adaptive trait also trigger on the first turn?
I've also noticed the Elohim still start with pacifism.