Discussion in 'Civ4 - Strategy & Tips' started by Matty R, Jul 2, 2010.
*no need for this thread now*
In all honesty, with all those changes you are unlikely to get accurate help, as you are playing a very different game to the rest of us! Plus I bet the AI can't handle 90% of them.
With those changes theres no reason not to be a builderholic, after all your pretty much guaranteed any wonder you want to get, and you don't even need to think about specialisation. The only changes I see as ok are the desert/ice ones and no global warming.
Thanks for the reply.
I didn't think they'd make such a big difference. Which ones do you think would make the biggest impact?
After reading your post, I'll go back through the XMLs and reinstate some things. I'll replace the wonder constructing for the AI, I'll make sure all units can be used (but limit the number of spies at any one time), reinstate the Manhattan Project and Corporations.
Would the new research rate make such a big difference? Even on Marathon I've found things going too quickly for my interests.
I don't think banning/limiting spies will make much of an impact, but while annoying they do add some useful strategic and tactical options to the game.
Removing obsoletion is going to cause whole heap of trouble, some wonders (GLH) will become godlike and some UBs get huge boosts (Big gains for Citadel, Dun and Stele). The often ignored Castles and Monasteries become obvious builds in most cities.
Who knows how the AI will react, but my guess is very badly. I expect some AIs will still be building Walls while going for a space win......
It removes some of the strategy from the game, deciding whether to build certain buildings often comes down to obsoletion dates.
This change has the potential to cause all kinds of strange or unforseen side effects, one being that the AP will forever be giving out resoultions alongside the UN.
Changing the nat wonder limit is going to allow really silly things like Oxford/NEpic/Globe/NPark GP farms, another thing that will truly baffle the AI.
No idea why you'd remove corps, but doing so hurts Free Market a lot and makes State Property the best civic to use 90% of the time
Cruise Missiles are already not hugely useful so I haven't a clue why you would remove them. Nukes are game enders, AIs with them are annoying but use them poorly, a well planned nuke attack can wipe out a larger rival in a single turn which is always fun . I can sort of understand removing them, but you can always vote for a ban with the UN.
The mechanics of Carriers are extremely silly, but limiting them isn't the way to fix the problem, all that does is makes them easy to render worthless. Aircraft already have limits in cities on forts, you don't need further limits.
I'm unsure the AI will be able to understand it needs 5 legendary cities when going for culture. Even if it can it makes it far more likely one of those cities is very vulnerable, and losing one legendary city is usually enough to take that AI out of contention for any win.
Halving the research rate is going to have its biggest impact on the early game, Worker first becomes a lot less likely to be the obvious first move as worker techs will take so long to get.
Military on Marathon is already far stronger, and the AI fails catastrophically at dealing weith this so making attack windows even bigger is likely to make games far easier.
Aso if you didn't double the bulb values for Great People you have warped Great Person balance too.
All in all its very difficult to predict the effects a lot of them will have with any accuracy, but its a good bet the AI will get gimped by them.
I can not see the original post but I am assuming you are talking about modding the game in certain ways. What are you trying to achomplish with your changes?
As far as all the things others have commented on, you sound like you are trying to change the game to fit how you play (not a bad thing as I do it myself). However, the others are right. Balancing it so you do not have a huge advantage will be hard.
Personally, I love the espionage system but dislike spys in my borders lol. I have made spys unavailable in my game but still keep the espionage system active. This gives me a huge advantage because it takes all the threat of espionage out of the game while still letting me see AI cities. It harms the AI because I am the only one who has the advantage. The AI already has some bonuses in place so it does not use the espionage system for anything but destroying my customs houses. That is the problem with modding, but in the end I remember that the makers of civ IV made several "decisions" which made the game imbalanced in the first place.
Thanks for the replies.
Yes, I am modifying the game to suit how I play, but I had no idea my changes would cause such problems with the AI. This is part of why I started this thread, to gain knowledge from other people's experiences.
I've been going through my XML files again, making "unmodifications", but after reading these two latest posts I've decided to just replace the original files. I'll be able to post saves then, and get accurate advice.
Thank you very much for your help. I didn't see how game-changing things were until it was mentioned here.
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