K-Mod: Far Beyond the Sword

7. I fear how any worlds that i'm part of might be affected by your brave new world of altered ai:(

Do you play k-mod, the ai mod? lol.


Also about number 2,

Ais are getting infantry in the early 1800s...

Number 5:

The NET presense of forest in the modern age has been negative, but plenty of trees grow and reach maturity, just not near heavy urban areas.
 
Woo hoo new version!

Thanks for all the work karadoc. I also sent you some beer money your way. Enjoy and keep up the good work!
 
Many thanks for the update Karadoc - esp. for the tech value change ;)

Can't wait to test this!

And one question regarding the permanent alliance check. When the alliance is broken again, are the research points then carried over or will both former members lose the research points accordingly?
 
EDIT: I found it - it is now in the Resolutions screen not the Members, which is pretty logical just not where BUG puts it :-)

I understand why you removed the vote predictions but could you please add back the "turns till next vote" counter, this was useful information you can manually work out and doesn't seem to be an exploit in any way:-

Spoiler BUG code for this :
# add info about vote timing
iRow = screen.appendTableRow(szTable)
iVoteTimer = gc.getGame().getVoteTimer(iActiveVote)
sString = localText.getText("TXT_KEY_BUG_VICTORY_TURNS_NEXT_VOTE", (iVoteTimer,) )
sString = u"<font=2>" + sString + "</font>"
screen.setTableText(szTable, 0, iRow, sString, "", WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_LEFT_JUSTIFY)

iRow = screen.appendTableRow(szTable)
iSecGenTimer = gc.getGame().getSecretaryGeneralTimer(iActiveVote)
sString = localText.getText("TXT_KEY_BUG_VICTORY_VOTES_NEXT_ELECTION", (iSecGenTimer,) )
sString = u"<font=2>" + sString + "</font>"
screen.setTableText(szTable, 0, iRow, sString, "", WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_LEFT_JUSTIFY)
 
1. Have you thought about adding a small (~5%) increase in tech cost for a person who is a couple techs up on the rest of the world? My perceived problem: the tech time from liberalism to rifles to assembly line seems too short. Also maybe a small diplomatic penalty for someone far ahead (people are scared of a single nation breaking "the balance of power" like in European history).
There is already a diplomatic effect for being in the lead which is different for different AI leaders. It's one of the few hidden diplomatic modifiers. (And it has always been there. I didn't add it.)

As for 5% increases and so on, I generally prefer not add new game mechanics like that unless I'm ready to make a somewhat decisive move. Roughly speaking I think I agree that that game time between rifles and assembly line is probably a bit too short. For the time being, I'm inclined to just leave it alone, but maybe I'll make another adjustment to the era-based tech rate modifier (which already exists).

2. Custom houses and trade income seems potentially too strong at this point in the game, to me at least. Perhaps tech progression could be slowed somewhat in this direction? Again only minorly (5% or so). It would be fine, to me, if the gnp amount could be reduced, and replaced with a small production bonus.
Trade income is indeed a big thing - but I think it drives some key strategy decisions. It's important for the phasing out of mercantilism and for the rush to astronomy, and it's a useful counter-balance to the disadvantage of having an isolated start. I'm not entirely comfortable with how trade routes are assigned and how the yield is calculated, so I won't rule out any changes - but generally speaking I think it's working pretty well.

3. Perhaps increase the epsionage costs of someone who does alot of mission against you in a small amount of time. Even if I get a good epsionage amount going, I can never come close to competing with the ai. Idk why this is, or if Im missing something (I know about great spies and courthouses etc etc). Doesnt seem to drain the ai's tech rate either.
It seems that sometimes the AI just gets obsessed with espionage.. and it sometimes is pretty annoying to have to rebuild a couple of factories every turn due to saboteurs - but I don't think it's a balance issue. No one can win the game by using a lot of espionage. The best they can hope for is to slow down their enemies more than the cost of the espionage slows down themselves.

There's no current cost penalty for spending a lot of espionage rapidly, but there are some counter-balances. In particular, as you know, there is the 50% (max) discount for having the spy stationary before doing the mission.. this basically means that it takes at least 6 spy-turns for each mission. So if you want to do a few missions every turn, then you need a damn lot of spies - and lots of those spies are going to get caught, especially because spies are more likely to be caught if you have more than one of them in the same enemy city when you are doing a mission. It doesn't cost more espionage points, but it effectively costs more productivity.

The AI doesn't get any special espionage discounts or anything like that; so wherever it is getting all that espionage from, you could be getting it too. The only thing that springs to mind is that the AI is very fond of the Communism tech, which happens to enable the most powerful espionage building in the game...

As a point of strategy, if you are having problems with saboteurs then it is important that you keep running counter-espionage missions against your enemies. That is the single most important thing you can do to protect yourself.

4. As a way of slowing down monster ais tech rate. Perhaps provide a slightly larger gnp penalty for having mulitple vassals?
Is it really the civs with lots of vassals who are giving you trouble? There's is already a city maintenance cost to having vassals, and the only economic benefit is the happiness boost -- in general I would think that the big civs without vassals would have faster tech than the big civs with vassals. -- In the games I play though, if anyone has runaway tech, it's usually me... so it's kind of hard for me to say.

What I can say though is that one of the earliest changes in K-Mod was to remove the cap on the number-of-cities maintenance cost. This was a massive blow to very large civs... but that change is quite old now, so presentably you're saying that you don't think it was enough.

5. Any thoughts about making the ai a little more eco conscious about cutting its trees down? Or Increasing tree growth in the mid to late game in isolated or roadless parts of the world? These time periods would be less conflicted by balance issues (too many extra trees in the earlier ages could help spam wonders too much etc etc)
The chopping of trees is actually pretty tricky to balance; and I have been making minor adjustments to it from time to time. There are some circumstances where it's a good idea to just chop everything for the instant :hammers: -- and there are other times where production boost isn't needed, but the healthiness is vital... It's a delicate and nuanced thing to get right. Ultimately, I'd like all the civs to chop when it is most needed, and not chop when it is not needed - and I'd like to balance point to be based on the personality of the AI leaders. Maybe it isn't quite right yet... but it's not always easy to tell what _is_ right.

But I'm curious, why is it that you want more trees? Is it for aesthetics / flavour? Or is it because you think global warming is coming on too strongly? Or something else?

6. Any thoughts on increasing ai "consciousness" when seeing a large navy near, in, its territory. You can make a huge navy/army and just travel it through the ais borders (with open borders) and then just move out of the borders and declare war when you get where you want to be. I call this "Capital hunting", cause you can burn a capital near the ocean pretty easy this way.
It's not really easy for the AI to be aware of that stuff without it becoming overly paranoid and weird and potentially exploitable -- especially since human players tend to do this kind of sneaky maneuver even against their friends. -- Also, it's generally extremely difficult to defend against that kind of stuff even if you know it's coming. What can you do? Preemptively declare war and nuke the navy stack before it can strike? Put a huge number of defenders in all of your coastal cities? -- It's just really difficult for anyone to defend coastal cities towards the end of the game, even if there is prior warning. I think I'd have more success by trying to teach the AI to use that kind of attack against its enemies rather than trying to defend against it.

--

Thanks for all the work karadoc. I also sent you some beer money your way. Enjoy and keep up the good work!
Cheers! :beer:

--

And one question regarding the permanent alliance check. When the alliance is broken again, are the research points then carried over or will both former members lose the research points accordingly?
I don't know of any way a permanent alliance can be broken.
 
Does the K-mod have mod-ability in terms of Custom Civics?

I saw this modcomp that allowed for Unique Civics for nations ... and it looks AWESOME!!! :)

(like a unique Slavery civic for the Aztecs that gave a 50% chance to capture military units as "slave" workers, which can also be spent in a city for a small amount of culture (like 10 or so))
 
"But I'm curious, why is it that you want more trees? Is it for aesthetics / flavour? Or is it because you think global warming is coming on too strongly? Or something else?"

I notice tree growth in the early game, I dont notice tree growth at all in the mid to late game. That seems strange to me. That, and I like the idea of the player/computer having stronger control on how much global warming has an effect.

I think it goes well with your vision. Only cut the trees you need to, at the best time, or dont do it. If you let the trees stay you get the production trees have (good for poor production areas), lumbermills are awesome later on, and leaving the trees will help prevent the worst effects of global warming.

But ya often times its best to chop those trees and finish monuments/granaries super quickly in new cities. So giving the player more reasons not to chop seems ok by me. (more trees means that keeping more trees alive can actually put an impact into global warming, less trees= why bother, wont put a dent in global warming).


And I would love to see a 5%-10% tech cost increase after liberalism and a 5% to 10% cost increase again after rilfling or steel. But I think "steamrolling" will hopefully be toned down where if one guy gets ahead in tech, he explodes way ahead of everyone else, in an almost unstoppable way. First to liberalism, free tech, pick nationalism, build wonder, get free golden age, continue to jump through the ages...etc etc etc...your an age ahead, no one will declare war on you...
 
Last night I was playing a K-Mod game and the AI's attack on my cities in two instances left me kind of surprised. The AI attacked my cities which had axemen with a stack comprised of swordmen, axemen, and catapults. What surprised me though in both cases it started the attack with swordmen, then catapults, then axemen (I assume it did that because of swordman city attack bonus).

Isn't it always better to soften up the city with catapults first if you'll attack with all your units anyway? Is this an AI bug or am I missing something?
 
I was thinking that perhaps the ai should be required to hold gold in reserve (although this could be tied to civ personality), after the tech, currency, as a way of protecting themselves from wars they cant win.

I have stopped several enemy ais before they have captured vital cities by merely bribing them.

I often find myself wishing losing civs had faught harder before being vassaled...

The ai also runs into alot of issues where they rarely have money to trade, for resources, maps, techs...

Edit: Not to appear too opinionated. I want to say I love the civ attitude changes. Ai seems much more reasonable now (although they still spam requests for declaration of war as much as they ever did).
 
I have a request: Could you give cavalry some bonus at the time when infantry comes into play? It would make cavalry more equal compared to a infantry and make it little bit more longlasting. Maybe something like +25-50% additional strenght when assembly line is discovered? That would make them much more closer to infantry. Althought I'm not sure how this would be included.
 
Just improving my idea a little bit. How about a new promotion called "modernized" that would give cavalry +40% strenght making it just below infnatry?
 
I don't know if there's historical backup for this idea. Infantry units represent mostly WW2 infantry, and cavalry wasn't really used for direct combat situations at that point. Sure, there was still limited use to disrupt supply lines and outflank artillery, but that's exactly what cavalry is still useful for even with Infantry around.
 
Feel free to make a mod with K-Mod and Modern Cavalry. We have a lot of Modern Cavalry unit graphics.
 
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