Heroes

Personally I think the unit that gives experience and the great farmer should be removed. Unless the AI uses them properly they are too powerful.

Let me preface this by saying usually i play emperor on A New Dawn, and since i switched over now, I found emp was too hard. So now im playing monarch, but now that im in industrial era in my game I can see how micro managing things, such as this great farmer guy and the experience dude aswell as manipulating trading etc gives me a huge advantage.

You don't want a situation where the only way the AI can keep up with humans is through massive tech and production bonuses. Its already kinda bad in terms of the AI & war. There entire strategy is just mass mass mass and hope to overwhelm. If you use terrain wisely and lots of seige and upgraded troops you can totally own them.

While im on the topic, the AI needs to change gov less often and to change tile improvements less often.
 
Personally I think the unit that gives experience and the great farmer should be removed. Unless the AI uses them properly they are too powerful.

Let me preface this by saying usually i play emperor on A New Dawn, and since i switched over now, I found emp was too hard. So now im playing monarch, but now that im in industrial era in my game I can see how micro managing things, such as this great farmer guy and the experience dude aswell as manipulating trading etc gives me a huge advantage.

You don't want a situation where the only way the AI can keep up with humans is through massive tech and production bonuses. Its already kinda bad in terms of the AI & war. There entire strategy is just mass mass mass and hope to overwhelm. If you use terrain wisely and lots of seige and upgraded troops you can totally own them.

While im on the topic, the AI needs to change gov less often and to change tile improvements less often.

The AI's propensity for civic changes has been fixed (well tamed anyway) in V20. Tile improvement changes needs work though for sure - especially the AI's tendency to turn everything into forts in certain eras, and then not bother defnding them (which makes their forts a big advantage for invaders instead of the defender!!)
 
- especially the AI's tendency to turn everything into forts in certain eras, and then not bother defending them (which makes their forts a big advantage for invaders instead of the defender!!)

Exactly, to the benefit of the Player and not the AI which needs to be changed, good point.;)
 
The AI's propensity for civic changes has been fixed (well tamed anyway) in V20. Tile improvement changes needs work though for sure - especially the AI's tendency to turn everything into forts in certain eras, and then not bother defnding them (which makes their forts a big advantage for invaders instead of the defender!!)

I still reckon that if forts did not get bonuses for being on the plot that the AI would go back to building them in a sensible manner.
 
The Civic that gives Forts hammers and gold is the culprit. Since it was introduced way back in RoM days the AI has had the dispensation to build forts on tiles that would otherwise be useless.

JosEPh
 
The Civic that gives Forts hammers and gold is the culprit. Since it was introduced way back in RoM days the AI has had the dispensation to build forts on tiles that would otherwise be useless.

JosEPh

From my work on FFH I can confirm this is part of the case; if you allow the AI to build forts which give a small bonus on a tile which otherwise can never get a bonus, they will do it because the forts -might- be useful, while forgetting these are forts and not farms.
 
From my work on FFH I can confirm this is part of the case; if you allow the AI to build forts which give a small bonus on a tile which otherwise can never get a bonus, they will do it because the forts -might- be useful, while forgetting these are forts and not farms.

I can easily modify the ai code to ignore forts for the purpose of deciding what improvement to build, and only building them explicitly from the code related to firt building explicitly. I will try to do this later today since it should be very easy, and low risk as well as provide a substantial fix to the issue.
 
One solution I believe RiFE had was Fort Commanders; units tethered to the fort but able to deny the enemy its usage. They were simply garrisons that prevented say a scout from walking in and taking advantge, though they obviously wouldn't be able to fight off a significant army themselves.
 
another stupid question:
when i start a custom game, i am unable to build any culture or heroes; there is no option in the buildng menu despite having the prerequisites.
what am i missing?
 
Have you built the Native (Culture) 1st? For example Native American or Native European, Asian, African, etc., if you have not then you won't have any "specific" cultures show up. No specific Cultures to build No heroes either.

I can easily modify the ai code to ignore forts for the purpose of deciding what improvement to build, and only building them explicitly from the code related to firt building explicitly. I will try to do this later today since it should be very easy, and low risk as well as provide a substantial fix to the issue.

This would be, "Excellent!" :thumbsup:

JosEPh :)
 
uhh, my bad. i played with ramdom civs on, got zulu while playing mostly european cultures before. the prerequisites are way different for african cultures, so i may just be s... out of luck being unable to build anything even in the renaissance period.

but, the great farmer is on its way...
 
uhh, my bad. i played with ramdom civs on, got zulu while playing mostly european cultures before. the prerequisites are way different for african cultures, so i may just be s... out of luck being unable to build anything even in the renaissance period.

but, the great farmer is on its way...

African cultures are difficult but not asdifficult as they were. ;)
 
On the latest SVN there are 2 Attila the Huns in the Civilopedia -> Heroes tab.

Also, is the Heroes tab supposed to actually navigate into the Units tab in order to show a preview of the hero? Shouldn't it show the preview within the Heroes tab itself?
 
On the latest SVN there are 2 Attila the Huns in the Civilopedia -> Heroes tab.

Also, is the Heroes tab supposed to actually navigate into the Units tab in order to show a preview of the hero? Shouldn't it show the preview within the Heroes tab itself?

Yes there are two Attilas and a couple of others.

The heroes screen is bugged. I have looked at it but can't figure out what is wrong.
 
Apologies if this was already reported, but I haven't gone through the whole thread.

In the mod, Chulalongkorn requires Culture (Tibetan) to build, even though the real-life Chulalongkorn was King of Siam (http://en.wikipedia.org/wiki/Chulalongkorn), so should require Culture (Siamese), I think.

I don't know any meaningful Tibetan history to know who the Tibetan hero(es) should be, sorry.
 
Apologies if this was already reported, but I haven't gone through the whole thread.

In the mod, Chulalongkorn requires Culture (Tibetan) to build, even though the real-life Chulalongkorn was King of Siam (http://en.wikipedia.org/wiki/Chulalongkorn), so should require Culture (Siamese), I think.

I don't know any meaningful Tibetan history to know who the Tibetan hero(es) should be, sorry.

wikis list of tibetean emperors is quite revealing.

It says: The traditional list of the ancient Tibetan rulers consists of 42 names.[1] The first 26 rulers may belong to the realm of legend, as there is insufficient evidence of their existence, but modern scholars believe that the kings from no. 27 to no. 32 were historical.[2] The rulers from no. 33 to no. 42 are well documented in many reliable Tibetan, Chinese and foreign sources.

A unified Tibetan state did not exist before the times of the kings number 31, 32, and 33. The earlier rulers, known as the Yarlung dynasty, were probably just local chiefs in the Yarlung Valley area, certainly not emperors of Tibet.[3]

anothern wiki article states this:

The history of a unified Tibet begins with the rule of Songtsän Gampo (604–650 CE) who united parts of the Yarlung River Valley and founded the Tibetan Empire. He also brought in many reforms and Tibetan power spread rapidly creating a large and powerful empire. It is traditionally considered that his first wife was the Princess of Nepal, Bhrikuti, and that she played a great role in establishment of Buddhism in Tibet. In 640 he married Princess Wencheng, the niece of the powerful Chinese emperor Taizong of Tang China.

Under the next few Tibetan kings, Buddhism became established as the state religion and Tibetan power increased even further over large areas of Central Asia, while major inroads were made into Chinese territory, even reaching the Tang's capital Chang'an (modern Xi'an) in late 763.[17]

So I suggest to have Songtsän Gampo as late classical leader and the dalai lama as a modern leader; Gampo starting with the marriage promotion and the dalai lama with priest.
 
Tibet already has 2 heroes, Gesar and Trisong Detsen.

isn't Gesar the one who gave the name to "king gesar song" building of tengriism religion? thus, i thought that was a mongolian leader....

what about specific religious heroes by the way? you might use them to spread religion or build specific buildings apart from shrines? they also could give happiness and/or stability to city they are stationed in?
 
what about specific religious heroes by the way? you might use them to spread religion or build specific buildings apart from shrines? they also could give happiness and/or stability to city they are stationed in?

:hmm: actually not a bad idea at all, but i am wondering :undecide:
 
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