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One final thing I did recently: to tilt Junta to a more fair level (because the AI kept abusing it), I swapped 25% military unit production (weight 2) for 25% great general emergence (weight 1); I also increased the weight of military unit happiness from 2 to 3 to reflect its power.

Also, I noticed one curious thing with the AI: it's not to keen on changing to Monarchy anymore... I think it sees all those forbidden civics and shies away from it.
 
I'm going to look at the weighting system in detail. It seems like a really interesting idea.

I have only thought a little about incompatible civics. I want to keep that to a minimum in the main mod, but I don't necessarily care what happens in an add-on. My current thought is that there are so many combinations of Government and Rule civics that don't make sense, that maybe the two categories really need to be merged together. But that's a very controversial topic.
 
After a little time I happened to understand those weights (slow brain here). Now I see that you try to get everything to 0 so all civics are a matter of "choice" and not only "evolution". GREAT IDEA!
My only concern is where do those weights come from? I mean: Does the AI weight those things the same way?

In my test games I also noticed that the AI is rather using Despotism or Republic, but doesn't like Monarchy so much. Though it was only a Standard size map on Blitz autoplay.

However I cannot/don't want to look deeper into these weights until I finally publish a new version.
 
After a little time I happened to understand those weights (slow brain here). Now I see that you try to get everything to 0 so all civics are a matter of "choice" and not only "evolution". GREAT IDEA!
My only concern is where do those weights come from? I mean: Does the AI weight those things the same way?

In my test games I also noticed that the AI is rather using Despotism or Republic, but doesn't like Monarchy so much. Though it was only a Standard size map on Blitz autoplay.

However I cannot/don't want to look deeper into these weights until I finally publish a new version.

The only way to see how the AI weighs stuff is for a dev to release us a sheet which shows us everything. Otherwise, I can only cook up half-measures.

Tell you what, why don't you take the restrictions, only the restrictions, and slap them in your version of things, see if it does the same thing?
 
The only way to see how the AI weighs stuff is for a dev to release us a sheet which shows us everything. Otherwise, I can only cook up half-measures.
It's okay. Your stuff is a very good start anyway.
Tell you what, why don't you take the restrictions, only the restrictions, and slap them in your version of things, see if it does the same thing?
I hope to release it this weak. I could be ready some time ago if the tech tree wasn't restructured. That gave me too a lot of work to redo the ancient era.
But now it's only a little polishing :)
 
Glaring Problem #1: through the clever use of civics and the buildings that come with them, one can dive down to -100+% food required to grow a city. Please take note of it.
Glaring Problem #2: Provincial + Monarchy is too OP; you can literally plop cities all over the map without having to worry about maintenance... forever. LMAO

Also, in the pinned files is an updated version of my thing, with tweaked weights, buildings, what have you. I've toyed around some more, and I did some more changes, such as turning provincial's -50% distance to palace maintenance into overseas cities (to prevent monarchy synergizing in a dangerous fashion) and turning the gold bonus in religious censorship into culture (to tone down priests a little).
 

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Glaring Problem #1: through the clever use of civics and the buildings that come with them, one can dive down to -100+% food required to grow a city. Please take note of it.
THX. What combo allows that?

Glaring Problem #2: Provincial + Monarchy is too OP; you can literally plop cities all over the map without having to worry about maintenance... forever. LMAO
This one will be solved in the new version.
 
Quick note: I took slavery/android's +1 food to farm and turned it into +2 commerce (and eliminated the food bonus on dome farm) because food bonuses on improvements shackles you to the civic after your cities grow a certain level.
 
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