Getting Started

The AI builds barracks, but I don't know if the coder designed it to pick good cities to build them in. Click here for my explanation about the changes to harbors/seaports.
 
Any reason I'm getting TXT_KEY_CSB_... for all my float over tile information?
Have no other mod except VEM v133 enabled.
 
I was working on that. Just wanted to see if it was something known to this version.
Hadn't had that problem before when upgrading.
Thanks for replying. Now I know it's on my end for sure.
 
It's possible you're using some combination of settings I don't use, which could reveal a bug I don't normally encounter. I've seen stuff like that happen before. In that case it might not be on your end. If the checklist doesn't help, start a new thread on the Bug Reports forum and we'll track down the problem. :)
 
It does not change the abundance of the goodies, but does balance the usefulness of one type of goody against another. If you see more or less in a particular game it's random luck. :)
 
I think it's about the same number of units as vanilla. Vanilla gives the AIs lots of warriors, while I give the AIs archers, since they're better for defending cities. The AI tends to only send out ~2 units exploring so it's mostly the same either way.
 
Something deffinitely affects the abundance of the goodies, just count them when game starts. Vanilla maps have 3 times more huts!
 
If you're checking with a map reveal, the map is automatically revealed within a small range around AI capitals, and replaces ruins with a small AI science/culture bonus. This helps the AI since they are horrible at early exploration.
 
In this file:
VEM/WWGD/HandicapInfos.xml

Set these to 0:
AICapitalRevealRadius

Keep in mind removing this will make the AI settle its early cities in less intelligent locations. :)
 
Automated scout-exploration typically sends the unit off in one direction instead of a circle around the capital. Without the reveal, the AI explores very little of its starting area, and does not know where to settle its next city. This is why I added the reveal.

Resources are different. Part of the vanilla game we cannot change is the AI sees any resources on a tile it's explored (regardless of tech). You can see this when the AI drops a city in the middle of a desert, and 100 turns later we find it's directly atop oil.
 
Automated scout-exploration typically sends the unit off in one direction instead of a circle around the capital. Without the reveal, the AI explores very little of its starting area, and does not know where to settle its next city. This is why I added the reveal.

This was an excellent, undiscussed improvement, by the way. I still occasionally enter Ruins close to an AI capital, and am surprised that they didn't find it first. They definitely explore in one direction.
 
I did that during the featured games last year. I wanted to make sure the AIs did the same early-game stuff for everyone who played the featured map. I discovered that if I manually revealed part of the map around AIs in the World Editor, they made dramatically smarter and more consistent decisions about where to place their first few cities. Later on I just automated the process in a script that runs for every game. :)
 
Hello.
I have a quick question regarding disabling mod components. You mention in the first post that we can just add an underscore to folder names for that purpose. Does that also work for single files in a folder? In my case I would like to disable only the Patronage policy tree since it seems to conflict with the CSD mod's tree.
Thanks in advance! :)
 
Thanks once again. :) I now read though that there is another "issue" with CSD and your mod. I read this in the mod's thread:

I need to suggest to lower the Villa culture flavor to be lower than Temple as it in some way collide with Thal Unofficial Patch.
What happens is that picking a Ceremonial Rite policy ( grands free culture buildings ) grands free Villas instead of Temple or Monastery.

Thats a bit problematic.

GL HF

So for now I'll unfortunately have to play without that one.
 
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