Well, I'd like to update the default starting civics.
I'd like to make the starting civics interesting as well. However, the big problem is that there is
much less flexibility when designing civics compared to traits. With traits the AI doesn't need to know about the bonuses, they just receive them and adjust their strategy accordingly. But with civics the AI needs to calculate the value of the bonuses and make a decision when to switch into or out of a civic.
With only one exception (the upgrade discount of Conscription), all the civics in HR use only the standard BTS array of possible bonuses. The AI is coded to recognize and evaluate these but it cannot do this with anything extra that I might add via python scripting. In some cases it is possible to write code that helps the AI deal with these new additions (this is used for Inquisition AI for example) but the caveat is that doing so is not easy to write and can slow down turn times dramatically. It works for Inquisitions because inquisitions only happen occasionally and aren't part of the AI's main decision making process. Civics however, are evaluated several times every turn, for every AI player. All your suggestions would require considerable scripting (some beyond my skill).
However, as these are starting civics it's possible that bonuses could be added without the AI needing to understand them. The issue with this is that the AI would never choose to switch back to these traits even if it was the best option because as far as the AI decision making is concerned these civics appear to have no bonuses at all. The player thus gets an advantage over the AI unless the 'invisible' bonuses are small enough to never be better than any civic in the category.
The alternative of course is to give these civics standardly available options - basically make them variations of bonuses that other civics already have. Anyway, it's a good concept and I'm willing to discuss it further after 0.9.4 is done.
On top of the list cavalry, cuirassiers and grenadiers. If a "Russian" player goes straight for Military Science, I believe, neglecting other Techs, an early 19th century Russian cuirassier will be riding along late medieval troops, while the default European cuirassier art is more like the early, let's say, 16th century cuirassier and the dissonance easier to bear. Or the German grenadier's unit art is mid to late 19th century, but can be available long before, looking especially anachronistic.
Until Realism Invictus came along, Cuirassier and Grenadier art were the hardest to find for most civs. That's why there's such a wide array of different eras for these units in HR. I can possibly address that to a certain degree with some of the RI art.
Ultimately though I'm not aiming for strict accuracy like RI does (they can only achieve it by effectively having most units as UUs), I instead focus more on theme. In other words, I'll choose unit art that is a century or two 'out' if it's better quality and/or has complementary appearance to other units in its grouping. Grenadier and Cannon art sometimes end up in the wrong grouping due to limited availability.
It's been a fair while since I've reviewed unit art for most civs so hopefully I can make a start on that process in 0.9.5. I'll see what I can do about tech requirements too.
In HR, I could imagine one layer between Baroque musketmen and Victorian-Industrial riflemen with Napoleonic looks.
That would be cool but finding such units for non-European civs would be a daunting/impossible task and that's a factor I don't wish to dismiss.
Ranged weapons: Once, the AI attacked and knew how to use ranged weapons. In the second case, though, I attacked, and the AI withdrew all their ranged weapons from the city under attack to keep them safe in the next secure city. Is it possible, that the AI values their bombards wrongly, especially when defending (and not getting the idea of reducing the incoming stack)? My armies have seen only two wars so far, so, if anyone has noticed the same
Ranged combat needs a lot of work, there are quite a few problems with it. I'd hoped to address it in 0.9.4 but its looking more and more like a task for 0.9.5 now.
For example, I have yet to see galleons appear before the early 1800s in any of the games played - even the AI civs didn't have any. This seems a bit odd, to say the least.
That does sound a bit odd on Warlord difficulty. What mapsize and gamespeed are you playing?
The other problem I'm encountering is the tech tree - basically, it seems as if you have to pretty much research everything on "the left" in order to reach a specific tech since everything is completely interrelated. In the basic game you seem to be able to skip over some of the more minor techs if you need to reach a specific tech rather quickly.
Yep, I've deliberately cut down on the amount of 'beelining' you can do when researching techs, at least across eras. One thing to note is that I've had Tech Brokering switched off by default for a long time now but this isn't necessary since the new tech tree was introduced. I'll be changing this in 0.9.4 but in the meantime you may want to switch it back on yourself (it's one of the Custom Game options) if you feel research is moving too slowly in your games.
Last remark - can someone explain how religions are being founded by the AI civs after only a few dozen turns? At least, that's what it subjectively seems like! I'm going to have to make a note of when the first one appears and see.
Civs that begin with Ritual are able to build Cemeteries straight away and on top of this Spiritual leaders can build them twice as fast as other leaders. There is also a 'quirk' in 0.9.3 that causes almost all AI civs to place a Priest specialist before doing much else. In 0.9.4 certain civs/leaders will still be able to found a religion noticeably faster than others but there will be a lot more variety of specialist placement meaning that many won't strive to found a religion until later.
I'm enjoying the experience so don't worry on that score!
I'm glad you're enjoying it and please don't hesitate to let me know about any further suggestions or questions you may have
