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More Strategy Mod v.1804_global_affairs

FearSunn

Warlord
Joined
Dec 10, 2017
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FearSunn submitted a new resource:

More Strategy Mod - Adds more strategy

Numerous tweaks add more strategic depth into the game.

-Player is forced to care more about city location and citizens’ management as food is not so abundant now.
-Increase in units and buildings maintenance costs makes treasury management critical and positive gold income essential. You will lose units immediately at negative balance.
-Unhappiness now is a nuisance as your population will not grow and rebellions are more likely to occur.
AI is adapted to all these changes.
Overall the...

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v.171210 detailed changes:

--FOOD: Tiles produce 1 food less.
--UNIT MAINTENANCE:
--For Scout and Slinger+1. +2 for all other units.
--Gold income becomes critical.
--Stops warrior spamming by AI.
--Units disbanded immediately at negative Gold balance.
--BUILDINGS MAINTENANCE: Doubled for all buildings.
--Granary +2, WaterMill +1.
--AI now values Gold more and builds more CommercialHubs.
--YIELD CHANGES:
--Districts citizen yields doubled.
--Nerfed Palace yields.
--Population does not produce Science and produce only minimum Culture.
--HAPPINESS:
--Luxury resources distributed "old style": 1 luxury for 1 population, no limit on number of cities.
--Unhappiness has more severe effect for city grow and order.
--AI trained accordingly.
--AI builds less wonders.
--DISTRICTS Encampment, Campus and HolySite are available from the beginning.
--Encampment produces Science instead of Culture.
--STRATEGIES:
--Fixed apparent copy/paste Firaxis bug for Medieval strategy.
--AI now more reluctant to go for Religious and Cultural victories.
--AI stops expansion and exploration strategies when at war.
--AI more aware if it is on island or not.
--Fixed apparent Firaxis typos in AiFavoredItems.
--COMBAT: Increased AI difficulty combat modifier:
--Prince+2, King+5, Emperor+8
 
FearSunn updated More Strategy Mod with a new update entry:

v.180108

NEW in v.180108

SCIENCE FROM COMBAT:
Every time AI player loses a unit or kills his opponent in a battle it gets some Science points.

MOBILIZATION:
In case of siege of AI city while at war with human player AI promptly drafts one combat unit from this city population for defence.

UNHAPPINESS:
Unhappiness makes revolts even more likely with this update. City grow is not altered with this mod anymore. AI is assisted with dedicated script to handle this new setup.

PLUS:
Campus district...

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FearSunn updated More Strategy Mod with a new update entry:

More Strategy v.1803_wasteful_war

New feature added: ADAPTIVE DIFFICULTY
Dynamically adapts game difficulty (AI bonuses) during gameplay.
AI tracks human military strength and science yield per turn and tries to get on par.
Bonuses are individual for each AI player and mostly depend on AI diplomatic stance towards human.
AI start to get more bonuses (including on religion, culture and gold) during war times with human. Therefore human player should try to wage his wars quickly and decisively now.
These bonuses stack on top...

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Hi Fearsun
i like your more strategy mod. Is it possible to get here on civ fanatics the last version v.1804 that you have made available on steam
 
FearSunn updated More Strategy Mod with a new update entry:

v.1804_global_affairs

NEW VERSION v.1804_global_affairs
Major balance and stability tweaks.
AI gets combat and religious units depending on human actions.
City religious cenversion has more negative effect on relationship.
Nerfed positive diplomacy Alliance, Declared friendship and Defensive pact relationship points. This makes keeping good relationship a little bit harder.

Read the rest of this update entry...
 
Thx FearSunn. Your mod is amazing. I like the challenges and the need to manage well all aspects ressources gold, etc...
 
Hello,
I like this mod. It balances out the 'over-buffing' some other mods do.

The extra challenge is nice, the overall mod is great, however

I do think it only fits a certain type of start-bias. This mod hasn't been properly tested with specific civilizations that have 'weaker' start bias (not really weaker, but weaker bias towards what that the mod nerfs) - to the point of which it really isn't 'historically accurate '- and is somewhat unfair if you do not meet particular starting conditions.

On higher difficulties, you need some sort of standing early-standing army to defend yourself with and discourage AI aggression (even if you're not playing a domination victory). However the AI isn't affected by these penalties (even if it has equal starting conditions) and keeps spamming units and settle left and right (well at least more than the player).
This is not possible to deal with, or keep up with, unless you play those civs that has the start-bias to deal with it.

- Currency district comes too late.
- The early game civics are insufficient - or doesn't remedy this early enough.

My proposal, early game gold remedy +1~ (something) on hilly inland bonus resources (ie. sheep, horses, iron maybe - and maybe some appropriate inland luxuries) or modify particular early game buildings (ie encampment discount on unit upkeep cost).
(edit, add: camp with barracks +1 gold if iron or camp stable +1 gold if horses in city)
 
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Oh, that's unfortunate decision-making in terms updating. You could however have a link from the main poster to the newest one in 'regular' quick edit. Or just have permalinked to update page on external site
 
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