Is this hard to do?

mistrb01

Chieftain
Joined
Jan 24, 2011
Messages
7
I like to play in the mode of rapid expansion and would like to create a modification. How hard would it be to start the game with:

  1. One (1) settler
  2. Two (2) workers
  3. Railroad Technology
  4. Road Technology
  5. Zero (0) expense for roads and railroads
  6. Reduction unhappiness for conquering a city-state

In the future, I would like to force the whole AI into the one-city challenge.

I would love to get into modding. So far the tutorials appear to assume that one has experience in modding. I play the mac version of the game and have loaded the SDK on a Windows VM-Ware Fusion partition.

Thanks,
George
 
There is already a mod to force AIs into a one city challenge. There are also a few mods that start you out with more units (I like the one that starts you with a scout and a worker as well as the warrior and settler), and at least one that removes road maintenance, but I have no idea about the techs.
 
All of the changes you've described are trivial XML tweaks. Starting units are in the Civilizations file (under the "free units" table), to get roads and railroads just edit the Routes table, to change their maintenance just edit the Routes table again, and the conquered city unhappiness is in GlobalDefines.

Of course, your game's balance will be WAY off, and the AI would be at such a huge disadvantage that your game would be practically unplayable, but hey, whatever's fun for you.
 
Do you think it's unfair even if the AI has the same start? I am not looking to have something the AI doesn't have. I do have modbuddy. The few articles that I have read are not basic enough for me. Are they any tutorials for first time modders? I am not worried about messing things up, I can always reinstall.
 
Do you think it's unfair even if the AI has the same start?

Yes.

There's something you have to understand about the AI in this game: it's pretty stupid. It doesn't PLAN, that much is obvious, but there are also a lot of hard-coded behaviors, and changing certain things will cause the AI to behave... poorly. It can still make for an enjoyable game, but that still doesn't make it anywhere close to a challenge for a skilled player unless you give massive handicaps.

For instance, take your road change. In the normal game, the roads and railroads cost money, so you will only make just enough to connect your cities. If you drop the maintenance costs to zero, the best strategy will be "Pave the Earth", like in older Civ games where every tile would have a railroad. Sure, the extra roads might be lower in priority, but for military reasons it's still a good thing to do when you have time. But the AI won't know to do this. It'll continue to follow the current behavior, where it just builds enough roads to keep cities connected.

Likewise, railroads take time to build, twice as long as a normal road. You, as a player, know when to hold off on actions that take too long, when you've got something else to be built, but eventually you'll hit the point where building that railroad is more desirable than adding yet another non-resource Farm and you've got enough workers to spare that locking one into a long-duration action won't cripple you. The AI doesn't prioritize like that; if option A is more desirable than option B right now, then it'll STAY more desirable forever (barring a couple hard-coded AI behaviors, like "need more workers" or "need more Happiness").

Or the free Workers. Sounds straightforward, but two workers for a city that only has six workable hexes means that unless you get new Settlers out ASAP (either building them or taking the Liberty policy that gives you one), you'll be left with Workers that have nothing to do. A human will have them scout, or start building roads towards the eventual expansion sites. But the AI will just park one in its city and wait for a border expansion, and the other will probably get captured by a Barbarian.

The point is, most mods invariably make life harder for the AI, because they add new systems that a player can easily adjust to but the AI will continue to play the same way it always did. However, note the "most"; many balance mods (my own included) attempt to fix the game by making the strategies the AI already practices fall closer to the optimum. ICS was a good example of this; everyone saw how unbalanced a strategy it was to pack as many small cities into an area as possible and then load up on Scientist specialists. So, many balance mods tried different ways to discourage that strategy; the AI wouldn't be affected, because it wasn't doing that to begin with, but it'd now force the player to play in a way more similar to that used by the AIs.
 
Thanks for the quick and detailed answer. So I guess I will try the one city mod. That should be just disabling settlers.

Also, based on your answer, I can't do it another way — make it so expensive that you couldn't expand til later in the game because the AI would most likely never save enough to purchase a settler.
 
Also, based on your answer, I can't do it another way — make it so expensive that you couldn't expand til later in the game because the AI would most likely never save enough to purchase a settler.

Actually, there are a few things you can do.

1> Give the Settler a higher tech prerequisite, so that they're simply unavailable for the first few eras. You'll still start with one, and could get one through that Liberty policy (unless you changed that as well), but you wouldn't be able to build new ones.

2> Give the Settler a higher cost in general. Either a fixed cost, in the Units table, or adjust the two entries in GlobalDefines that dynamically set the cost of a Settler. The settler's cost depends on two things: the population of the resulting city, and the number of free buildings you get when building a new city. (This is tied to the start era; if you start a game in the Future Era, your new cities might be size 5 with a dozen buildings already built.) So if you decided to, for instance, make new cities start at size 2 or 3 but have slower growth curves, then the cost of a Settler would be significantly increased.

3> Lower the food production of various terrain and improvement types, so that cities have less of a food surplus. (But change the growth equation to compensate.) Less spare food means less bonus production on Settlers, which makes them take longer.

4> Increase the base unhappiness of a city, so that it'd take more time and investment before an empire is ready to expand again. In my own mod, the base city unhappiness is 4 instead of 2, but there are a whole array of +1 happiness buildings available. In the long term it balances, but it means that you have to slow down expansion or else you'll cripple yourself.

None of these should significantly impede the AI, at least not compared to the player. There are other possible changes along these lines you can try.
 
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