1. The AI no longer makes colonies. The AI does accept vassals but has anyone seen a colony recently? I play huge maps with several land masses. Often there are large overseas unsettled areas where the AIs does found cities but I never see a colony formed. For the human player, the maintenance costs for more than 3 cities overseas are very large even with courthouses. Can the AI decision of creating a colony be increased?
I see colonies extremely rarely and when I do it's usually just some worthless island with 2 cities (which is a good example when a colony should be made, but there are others where a colony would be more useful).
2. The AI still wages war against another AI that is just too far away, especially in the early part of the game. They just burn any cities they take. If they keep a city with a wonder then the maintenance costs severely slows down their empire. The AI would be better waging a close war to add cities to their core empire. Can the decision of waging a far war be reduced?
This is a noticeable problem, yes. It's especially obvious when you can bribe AI to declare war on someone whose lands it can't even reach.
Like the above thing with colonies, I am somewhat reluctant to try and change AI behaviour because that needs a lot of testing to make sure that something isn't broken and it probably needs a better player than myself to evaluate the consequences. So these questions might better be suited for the main K-Mod thread or
here. It's not that I won't try to change some such things, but probably not a lot of them and not soon.
Can i understand it this way, it is Basic K-Mod v1.45 with additional bugfixes and improvements about it ?
In short, yes. Although not all changes are strictly bugfixes or improvements, some are changes in game mechanics or flavour like changes to barbarians or defensive pacts.
So the work from
@karadoc will not continue beyond K-Mod v1.45 ?
I have no idea will we see any further updates from karadoc. For now, he seems to appear with a new update every year or so and I hope that this will continue. This modmod will always be updated so that it is based on the most recent version of K-Mod.
What is the difference in compile about this 48 civ dll and additional 18 civ dll ?
( I just have to moddify two files in the DLL for my own mod, i found the Kek-Mod Source in the share
when i use this to compile a new DLL what will be the result of the dll -- 48 or 18 Civ ?? )
The default version for the release and source code are different. If you download this modmod, you will get both 18 civ and 48 civ DLL, but the 48 civ DLL is the default one, i.e. the one you will play if you just start the modmod without any changes (file renames).
But compiling the source code will result in 18 civ DLL. To change this, you need to edit line 58 of CvDefines.h file.
Code:
#define MAX_CIV_PLAYERS (18) // note: default is 18, some people like 48. They are not compatible