Fimbulvetr
Emperor
I have not started AI modding yet. I made a few smaller mods, which I now also bundled into one big mod, "Older World"
Some things just can't be done with XML alone, and some are very hard (for me) to do with Harmony, so I made one DLL for helptext changes and, AI improvements and modding features that I wanted. Some of my other mods depend on it.
Base DLL (DLL)
Most of my smaller mods, except for No Paganism, all bundled into one package. I always play with this one. Requires Base DLL.
Older World (XML and Harmony-DLLs from the other mods)
The smaller mods:
I didn't like having to handle more than one religion, someone would always be the pagan religion head and that character would get an opinion malus that can't be removed. So I made a mod that disables pagan religions.
No Paganism (XML)
I would in many cases research the "Free XXX" techs, even though nothing about them is free, they cost science. Those "free" things are mostly newbie traps and just delay you.
No Bonus Techs (XML)
With food so abundant and with no real way to use it, I added food consumption to units (mostly 1 more than current vanilla), and made population always consume 4 food. I quite like the result: You really need farms, not just on resources.
More Food Consumption (XML)
With enough elder specialists, you can currently create citizens that outperform most other specialists, most importantly: the civics per citizen from Poets. My opinion was that this doesn't make sense and specialists that you have to train should always be better than the citizens you get for free from growth. Many of the yields that scaled with culture level no longer scale either, yields were just too high.
Less Scaling Specialist Yields (XML)
Making the families somewhat balanced isn't easy. Devs are trying their thing, I try my own.
Family Balance (XML)
Ranged Units get various advantages, like no river attack penalty, no retaliation damage, but mostly really their range, which makes them really order-efficient, and they sometimes can stay far enough from the enemy, out of harm's way. That makes melee units a bit uninteresting in comparison. My solution is simple, and fights involving many units get really cramped. I love it.
Reduced Range (XML)
Sometimes you want to connect your lands to that small island off the coast, or a mountain blocks your city's territorial expansion: if only you could buy water tiles directly, you could reach that patch of land that has no city site. Well now you can
Buy Coastal tiles (Harmony-DLL)
I have enough space on my drive, don't want to manually save all the time, but still want to keep savegames in case I want to report a bug later. The obvious solution was
Unlimited Autosaves (Harmony-DLL)
Some smaller things I changed didn't get their own mod, they got collected in the
FimMod (XML)
I made Harmony-DLL mod that exposes all the constants that the AI uses for decision making to XML, like the Better AI mod from the good old days
Anyone who's interested can look at it here, I attached it to this post - it's not on mod.io - and never will be, also it's a bit outdated now. To use the folder in the zip needs to go to %UserProfile%\Documents\My Games\OldWorld\Mods - as always. (edit: fixed improper closing tag in XML)
I will include that feature in the Base DLL soon, but I'm not quite ready to really start playing with those values anyway.
Some things just can't be done with XML alone, and some are very hard (for me) to do with Harmony, so I made one DLL for helptext changes and, AI improvements and modding features that I wanted. Some of my other mods depend on it.
Base DLL (DLL)
Most of my smaller mods, except for No Paganism, all bundled into one package. I always play with this one. Requires Base DLL.
Older World (XML and Harmony-DLLs from the other mods)
The smaller mods:
I didn't like having to handle more than one religion, someone would always be the pagan religion head and that character would get an opinion malus that can't be removed. So I made a mod that disables pagan religions.
No Paganism (XML)
I would in many cases research the "Free XXX" techs, even though nothing about them is free, they cost science. Those "free" things are mostly newbie traps and just delay you.
No Bonus Techs (XML)
With food so abundant and with no real way to use it, I added food consumption to units (mostly 1 more than current vanilla), and made population always consume 4 food. I quite like the result: You really need farms, not just on resources.
More Food Consumption (XML)
With enough elder specialists, you can currently create citizens that outperform most other specialists, most importantly: the civics per citizen from Poets. My opinion was that this doesn't make sense and specialists that you have to train should always be better than the citizens you get for free from growth. Many of the yields that scaled with culture level no longer scale either, yields were just too high.
Less Scaling Specialist Yields (XML)
Making the families somewhat balanced isn't easy. Devs are trying their thing, I try my own.
Family Balance (XML)
Ranged Units get various advantages, like no river attack penalty, no retaliation damage, but mostly really their range, which makes them really order-efficient, and they sometimes can stay far enough from the enemy, out of harm's way. That makes melee units a bit uninteresting in comparison. My solution is simple, and fights involving many units get really cramped. I love it.
Reduced Range (XML)
Sometimes you want to connect your lands to that small island off the coast, or a mountain blocks your city's territorial expansion: if only you could buy water tiles directly, you could reach that patch of land that has no city site. Well now you can
Buy Coastal tiles (Harmony-DLL)
I have enough space on my drive, don't want to manually save all the time, but still want to keep savegames in case I want to report a bug later. The obvious solution was
Unlimited Autosaves (Harmony-DLL)
Some smaller things I changed didn't get their own mod, they got collected in the
FimMod (XML)
I made Harmony-DLL mod that exposes all the constants that the AI uses for decision making to XML, like the Better AI mod from the good old days
Anyone who's interested can look at it here, I attached it to this post - it's not on mod.io - and never will be, also it's a bit outdated now. To use the folder in the zip needs to go to %UserProfile%\Documents\My Games\OldWorld\Mods - as always. (edit: fixed improper closing tag in XML)
I will include that feature in the Base DLL soon, but I'm not quite ready to really start playing with those values anyway.
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