darrelljs
Immortal
I've kind of concluded this was a bad idea. I think the excessive production the Deity AIs get is enough of a boost. I'd be interested in hearing what others think on the topic.
I'm torn between #2 and #3. Do these promotions increase unit level required to being able to upgrade to more advanced versions, i.e fawn->satyr?
Xienwolf said:it is meant as a way for difficulty level to actually be meaningful when you are running a variable difficulty challenge mode
. I did not know that.I'm not going to support something that's meant to fix them up when it has such a profound effect on all other game modes as well.
.If it really is a "problem" I suggest you take two minutes and change it in ASSETS/XML/GAMEINFO/CIV4HandicapInfo. Just change all <iAIFreeXP> entries to 0 or whatever you want them to be.
I'm not sure how you conclude this. I think it can be all of the above.It isn't meant as a balancing factor between each of the difficulty levels, nor as an assistance for the AI players, it is meant as a way for difficulty level to actually be meaningful when you are running a variable difficulty challenge mode.
.I agree, to the extent that I've seen this in many of my Deity level games in the early game stages.It seems, from games I've played, that the player is forced to rely on magic and heroes to survive. While this is just fine and can make for great gameplay, what happens when the AI gets a better handle on things? We see the occasional glimpse of this doom when large numbers of pire zombies and catapults show up.
Well, that's my input on it, for what it's worth.
It is mostly off topic, but I must say that I wish people would remember that you are not meant to be able to win on Deity unless your tactics are ABSOLUTELY flawless. Deity should only be fun for perfectionists,