dagriggstar
King
Not sure what the shortest descriptive title of my issue would be....
So I hate the policy card mechanic. Too much timing and micro involved and it only really (to me) leads to frustration. So I removed all the policies. Obviously this meant culture didn't really do anything in game, so I removed all the civics (transferring wonders etc over to the tech tree). My replacement civic tree is basically each civic will give you either a trade slot, settler or worker (these units can no longer be built, only attained via civics) or a new set of governments.
With the new civic tree, I have a problem where the AI will always simply research the civic with the smallest cost. I think this is too predictable. I want the AI leaders to make different civic choices to each other.
So my question is how do I influence AI civic choices so that they are different from each other and different every game ?
So I hate the policy card mechanic. Too much timing and micro involved and it only really (to me) leads to frustration. So I removed all the policies. Obviously this meant culture didn't really do anything in game, so I removed all the civics (transferring wonders etc over to the tech tree). My replacement civic tree is basically each civic will give you either a trade slot, settler or worker (these units can no longer be built, only attained via civics) or a new set of governments.
With the new civic tree, I have a problem where the AI will always simply research the civic with the smallest cost. I think this is too predictable. I want the AI leaders to make different civic choices to each other.
So my question is how do I influence AI civic choices so that they are different from each other and different every game ?