I started a new game as Babylon and as I was obtaining more and more techs, after obtaining Writing, I was given a Great Scientist, which is the unique ability of the civ. Apparently, pressing the beaker icon is supposed to give you a certain amount of science towards the next tech you're researching, but all it does is absolutely nothing.
Thanks, I found the issue, a file had somehow been accidentally deleted.
Making the AI favor guided missiles is a fiendishly simple way to improve AI military IQ (especially on higher levels). I laughed out loud thinking about it.
Then you'll probably like the V2 rockets I plan on adding later.
Maybe, but removing iron for siege units also change gameplay, and more than my idea I think. Not only you can build any numbers of siege units, and earlier in some case; you can also build more units that need iron (even with the -25%).
The point that there are now more combined siege and sword units than ever is an interesting one, but the change still "balanced" the use of all units.
It's a bit more complex if you think about it...
In vanilla:
- Horse resource over-abundant compared to Iron
- Siege and Swords both used Iron
- Horse provided 2 or 4, Iron provided 4 or 6 per deposit
In mod:
- Horse vs Iron resource ratio mostly unchanged
- Only Swords now use iron
- Horse and Iron both provide 2 per deposit
- Fiddled around with a dozen other numbers and lines of code
The 25% number is honestly a rough estimate because there's nowhere to make a change that simple. The code for resource placement is much more complicated than most other stuff in the game. Basically, my point is we can't really analyze it from a purely math perspective of X units + Y units using Z resources.
The human brain's good at analyzing complex patterns when we can
see them though, so the best way to figure out if things are balanced is looking at resource distribution in real games.
Slightly off topic, I've never understood this approach, unless my three cities just happened to be geographically really different. I've occasionally had one of three cities low on hammers, but for me a university in every city of a small empire is a given, because all three cities being super-cities if at all possible is my foremost goal. What's the rationale for the more specialized approach?
Mostly habit from Civ 4 I suppose, it's not as necessary in V.
I'm midway through a first test game at emperor with this latest dev version of BC and find the city spacing set at 3 tiles is an enormous improvement and goes a huge way to check ICS. AI cities are more rationally placed and you don't have those ridiculous parasite cities spawning in coastal crannies, or on desert and tundra. Refreshing.
IMO settlers should be cheap for a mature empire which has enormous resources at its disposal; scaling up the cost as you propose is to my eye too similar to the official-patch penalistic philosophy of "Oh look, it works too well; let's nerf it."
I read all of Thal's mod in notepad to see the nuts and bolts and do a few personal tweaks for pet peeves and liked very much his way of resetting the settlement flavors for the AI--what kind of terrain they will favor. With the 3 tile spacing it really works wonders and avoids being a blunt-instrument nerf.
Try it out with the regular 2-city tile spacing. I've been putting a lot of work into the AI city placement variables, and though it's difficult I've got them to regularly settle about 3 tiles apart without the need to change minimum city distance.
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I'll see what I can do about border expansion priorities.
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Xink
Ooops sorry for not documenting that! The new
Balance DLC - Inca Spain folder contains a file with an "x" at the front of it. If anyone's using that DLC, remove the X from the file name and some modded effects for those civs will take place. For now, the only change is Terrace Farms upgrade at the same techs as Farms.
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Sneaks
The thing is there's no reason liberation boost shouldn't work with the rest, it doesn't overwrite any of the same stuff. The problem is simply that mod and tech diffusion use the old "ingame.xml" method of including lua files instead of the more recently discovered "content" method in ModBuddy. I tried changing this manually in the files but seem to have missed something.