I'm curious about the Infernals. As nearly as I can gather multiple civs can summon them now right?
What kind of bugs me is that quite often they show up next to each other. I had a Kuriotates game where three of them showed up on my borders and set up cities all right next to each other.
I've seen them split up, but quite often they seem to like each others company.
The ritual can be performed a maximum of 7 times (once for each demon lord), with each team (not just the player, but also his permanent allies) able to perform it a maximum of three times. For all the demon lords to enter Erebus players from 3 different teams must use the ritual. Infernal players cannot perform the rituals. The ritual requires the Ashen Veil religion present in it. The AI will nor perform the ritual unless it has the Ashen Veil state religion, but human player can. (Actually in the versions released so far the Sheaim AI could perform it regardless of state religion, but I decided to change that for the next version.) It will make the player who performs it evil if they are not already. It also grants peace with the barbarians, and a diplomatic bonus, defensive pact, open borders, and embassy with the demon lord that enters as a result of the ritual.
Are the Infernal leaders that are appearing too close together taking over cities, or appearing in the wilderness?
The Infernals take over a city if the can. The city taken will be the best (determined by population, buildings, wonders, culture, number of improved tiles, and holy city status) city that has the Ashen Veil religion present in it that is not anyone's capital and does not belong to the player who summoned the demon lord. It is possible that the Infernals are starting close together simply because the Ashen Veil religion has not been spread far enough abroad.
I just now decided to make it so that cities belonging to player with the Ashen Veil state religion are far less likely to be chosen. If the demon lords keep taking over cities belonging to the same AV player then this should help spread them out.
If they are entering without a city, then the plot chosen is determined about the same way as they are in vanilla FfH2. Here the biggest issue is probably that there are not many unowned tiles in other parts of the map.
I just decided to change it so that the distance away from each existing Infernal capital city is added to the value that is used in determining the best plot for the Infernals entering the world this way. That should help space them out, provided that they are not summoned so close to the same time that one does not have time to build a city before the other arrives.
(I just recently discovered the CyMap().calculatePathDistance(pPlot1,pPlot2) function. It has proven quite helpful in making sure that Portals generated by the lair exploration result tend to be useful, leading to hard to reach locations rather than just a few tiles away.)
I want to love this mod. I really do. And for the most part, I think it's terrific. It's just what I've wanted in FFH2, especially how closely it's tied to the lore.
But I'm consistently having problems keeping up with the AI. They are out-teching me, out-growing me, and out-militarizing me consistently. They have multiple large cities, while I'm just starting my second. I even tried lowering the difficulty down to Chieftain (from Noble) just to see if that would help. It didn't. (Yes, I'm publicly exposing my shame...)
Is there a way I can adjust down the AI bonuses in the XML? I've always played CIV4 on Noble because I like the fairness (cough) of neither the player or AI having extensive production bonuses. Except for this issue, this is overwhelmingly my mod of choice.
You can adjust the AI bonuses by editing C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Magister Modmod for FfH2\Assets\XML\Gameinfo\CIV4HandicapInfo.xml
I know very little about programming the AI. AI issues should be taken up with Tholal, as I just borrowed the code from More Naval AI. The only changes to the AI which I can recall making personally were having it treat the 3 new mana types the way it was already set up to handle the other 18, and preventing it from assigning a terraforming unit AI to Priests of the Leaves since the prerequisite of the Bloom spell was changed Nature II.