[C3C] House of the Dragon: Battle for Westeros

Removing disease is costly, so perhaps they do not have enough manpower to do it fast. But I think they build something often.
 
Ok, cool. So you see the AI building mines, irrigation and road? That's interesting then :)
Maybe the disease cost could be tweaked as after some time, some AI-controled territory gets a bit tainted.
And to reiterate, thanks for a great mod!
 
Dear Civ3 community,
If you have any advises for me, please go ahead and suggest! For example, if you know how to boost AI in certain directions, please suggest a mechanism!

So far, for 1.1 version I plan to do the following:
1. To decrease Lord production by the Castles: from every 30 to every 36 turns.
2. To fix a duplication of spearmen types in Greyjoy and their minions.
3. To fix a map a bit, around Iron Islands, so that whales would be useful, and not located too far.

Anything else?
 
I also would appreciate some advice on how to introduce a music into the scenario: I do not know how to do it.
While GOT music is strictly copyrighted indeed, I have an old beloved vinyl of quiet lute music of XVI-XVII, which would fit just fine.
 
Just chipping in to confirm that the mod is indeed fabulous and I would gladly see the Essos expansion if it comes through.
One question though (playing with C3XR15): the AI does not seem to use any serfs to either build improvements or remove disease / corruption. Do you guys see a similar pattern?

I now think you are right. I have found an old post that said "the AI cannot use a worker unit unless all worker jobs have been enabled. "
See https://forums.civfanatics.com/thre...units-without-all-worker-jobs-enabled.515992/
So I checked all worker jobs (except building a city) for Serfs, Slaves and Bondes, and from the start I see them working like crazy at the neighbours fields and hills.

Pleasee see the biq file with this error fixed.
 

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I now think you are right. I have found an old post that said "the AI cannot use a worker unit unless all worker jobs have been enabled. "
See https://forums.civfanatics.com/thre...units-without-all-worker-jobs-enabled.515992/
So I checked all worker jobs (except building a city) for Serfs, Slaves and Bondes, and from the start I see them working like crazy at the neighbours fields and hills.

Pleasee see the biq file with this error fixed.
Thanks for this! Much appreciated.
 
Some spelling stuff
Strom’s End = Storm’s End, also fix it on the city list otherwise it’s the first new city that they establish.
Fellwood = Felwood

C3X can limit the Lord’s and Princess quantity very nicely without messing with how often they appear.
The castle defense might be limiting the AI’s offensive capabilities. It tends to not attack any town with a Castle and just roams around pillaging terrain. But I’m just playing my first game, so might not be true for everyone else!
 
Hi Hatul_Gadol, finished a game as the Lannisters (Emperor level - King? with required 150,000 points on turn 438). Very enjoyable, loved your work on wonder-splashes-tech icons etc, added to the atmosphere. Were a couple of crashes:
- wonder-splash 'Treasury' needs to be 'Royal Treasury'
- your 'art\leaderheads' file needs to be renamed to 'art\leaderhead' to match file path in pediaicons (only a problem at game end)
A few thoughts - gameplay was good, but I got to turn 300 and was the most powerful and was going to win. Maybe to keep it interesting add some challenges near the end - perhaps a Diplomatic, Cultural or Space Race option for victory? Maybe the Wildlings/White Walkers with superstrong units near the end who could wrest victory from you. Possibly judicious use of victory point locations. Some other observations:
- governments, nearly all the AIs switched to Drowned God, which depleted their population. I'd lock factions to a particular government.
- dragons - these worked well and weren't too overpowered (lost a fair few), but the AI never upgraded any in my game
- unit upgrades, my preference would be to allow most obsolete units to upgrade.

You've really captured the GoT atmosphere - fantastic job, so hope you keep working on this (and an Essos scenario!)
 
Dear Rathvilly,
Thank you very much for feedback and hints.

- governments, nearly all the AIs switched to Drowned God, which depleted their population. I'd lock factions to a particular government.
Interestingly, in my practice, I have witnessed many AI factions switching criss-cross: with Greyjoy starting the Faith of the Seven, etc. I have decided not to oppose it in the rules, since the books describe a fight between religions, where some start domnating above the others.
But I believe that too many are seduced by the Drowned God (with more free units at the expense of less research), so in the next update wanted to make all 3 equal in stats (though still with different wonders).
How do you suggest to lock factions to a particular government - by a special tech?

- dragons - these worked well and weren't too overpowered (lost a fair few), but the AI never upgraded any in my game
I have witness the same but thought it is due to the lack of gold. By mid-game, no faction has 4-zeroes sums in their treasuries. And I did not want to make dragon upgrade cheaper, so it would not become too easy for a player to upgrade.

- unit upgrades, my preference would be to allow most obsolete units to upgrade.
I wanted to be more realistic here. In real medieval combat, there were knights fighting alongside armed peasants.

I wanted to cover White Walkers etc. in the expanded scenario, if this one would attract some attention. There is quite a room for expansion indeed.

Sincerely,
Hatul_Gadol
 
Yeah, to lock governments just create a tech called 'Forbidden' (or similar), give it 'Era None', and make it a prerequisite for all government types. Again, thanks for all your work on this.
 
Dear Rathvilly,
I am now testing version 1.2, introducing your hints. As advised, a simpe addition stops allowing factions changing their government now. So we have a good combination of all 3.

I have also experienced a good combined arms attack into my Castle-defended city, - with the Castle being destroyed by land bombardment and then city attacked by cavalry and men-at-arms.
And later, mid-game, I have encountered an adult Dragon (while I do not have any!), please see a screenshot below.
So, AI sure does both actions alright!

TGD.jpg
 
Can anybody please advise: how to integrate music into the scenario?
I have a set of flac files that fit in style very much (and are not copyrighted).
 
Dear Civ3 fans,
Version 1.2 of the scenario is now released: https://drive.google.com/file/d/12HJnE-VxWmP5J3Alc0Yv_R3i_ydPYGk9/view?usp=drive_link
The link at the title post is also updated.

Key changes introduced at 1.2:
As advised by Rathvilly,
- Treasury wonder error fixed,
- Governments/religions can't be changed by the factions,
- Leaderhead entry fixed,
Additionally:
- Mismatch of some units to be upgraded into Longbowmen and Crossbowmen for some factions is now fixed,
- Some better starting and mid-game food for Arryn and Greyjoy, respectively, - to improve their growth. Arryn is now potent enough to keep up the pace,
- Upgrading Prince to Prince Royal is now not so prohibitely expensive, and you will now see the AI using it at the field,
- Some better descriptions in various entries in the Civipedia.

Hope you will enjoy!
Sincerely,

Hatul_Gadol
 
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Hi Hatul_Gadol, I don't seem to be able to access your Google-Drive for latest version - need permission ...
 
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