Here you go.
It's a worldbuilder save, as the actual save games aren't binary-compatible (a couple of extra XML fields). Just select Varn at the menu screen and it should be exactly the same setup as the ones I posted.
Well, a lot of the game is random, so I'd take the performance of the individual civs with a bit of a pinch of salt. I've noticed the Clan often tend to be one of the stronger civs with my mod, though, and Sheelba's organised trait helps make up for the research penalty somewhat. The Kuriotates did badly in my game because Charadon invaded relatively early on and took two of their cities (including the capital). If they can get up and running (all five cities + worldspell), they can be pretty powerful.Curiously the Kuriotates AI performs best without your improvements to it.
And even more curiously Sheelba manages to become one of the best researchers in the combined game.
Agreed on 'early Runes' (and sometimes FoL) issue. This seems to be quite common with Varn and also the Bannor and Elohim leaders. Possibly they should hold off on researching another religion while their favoured religion is still available. They sometimes manage to nick it from under Kandros' nose, too, which is slightly unflavourful.I must say that I prefer my religious code to yours. In the combined game with your religious code Varn founded Runes of Kilmorph early, spent a lot of effort spreading it and researchign Arete only to switch immediately to Empyrean once he founded it.
This lead to lots of wasted hammers and happiness problems until Empyrean gained a wider spread.
Will put it on my list. Without looking at the code, I think the most likely reason is that the AI only builds fishing boats if it has sea resources that need improving, so there would need to be a special case for the Lanun.Another issue that came to mind is that the Lanun AI never uses fishing boats to build pirate coves. Any idea how to fix that?
The AI should know that it can't found on mana and not consider it as a city site. Maybe this needs double-checking...There was also a problem with settling on an island. It appeared that the AI wanted to settle on the top left island on the mana resource spot, but couldn't once it landed its troops. The troops and settler stood on the island without settling for 30+ turns. Maybe something in the city founding code is wonky?
They probably run a goldrush enabling civic.
First, I have a Python call to determine the amount of money they want to aim to have in the vault. Then the excess amount of gold (on top of the amount they need for the vault) is calculated and used to determine whether they can hurry units/buildings, how much they can spend on upgrades and how much they're willing to trade to other players. (Note: Most of this is in the DLL.)How did you do the money saving bit?
Monkeyfinger said:A barebones outline to playing the Khazad might be:
Don't expand unless running either city states or aristocracy.
Expand as normal when running either civic.
If expansion reduces vaults below Stocked, run 0% science until they're stocked.
Change goal from stocked to abundant once both taxation and sanitation come in.
No, sorry. It's base FfH only (FF has a different DLL). You can try Sephi's mod, but that makes gameplay changes, too.
On an unrelated note, any Khazad experts here? I've got the AI to stop throwing all its money away but need some advice on how the AI should actually play them. In particular:
- At what point do you expand?
- At what point do you start aiming for the higher vaults and the production bonuses?
v0.3 out soon, since I'm reasonably happy with economy stuff now. v0.4 will be all about fighting, promotions and mages.![]()
Question on the first bit, at what point would you research Cartography (or CoL)? After getting basic worker techs, they're currently beelining Way of the Earthmother and getting Arete not that long after. I'm thinking a forced beeline for Cartography at some point is necessary if they're ever going to expand under these rules.
Have you changed how they expand, or is it just the same as with the other civs? I've been experimenting with different setups and the main problem I find is getting the balance right there. If they expand too quickly, they end up with empty vaults. If they expand too slowly, they get boxed in by rivals, and the AI isn't good enough at picking starting locations to stay competitive with just one city for long.I'm very happy with the way the Khazad perform in the early game in my mod. They will beeline festivals early giving them access to the market building. This usually leads to an early great merchant, which the AI uses for a trade mission, letting them tech nicely at a gold surplus of 1k+.