Txurce
Deity
Its not only an annoying aspect, that you permanently lose trade units/treaties/research agreements/etc. cause of useless war declarations.
How can they be useless if they cost you "trade units/treaties/research agreements/etc."?
Its not only an annoying aspect, that you permanently lose trade units/treaties/research agreements/etc. cause of useless war declarations.
I even made the adjustment to get rid of brokered wars, and at the same time this one:
SELECT 'DIPLOAI_AGGRESSIVE_MODE', '2';
Since it's named "MODE", it's likely a flag where a value of 2 isn't expected.So, apparently we are having psychotically different results. I am in a Turn 137 game as the Huns. On a Standard Map (at standard speed), NO ONE has ever declared a war. Except me. I declared one war against Austria. No denouncements (other than Austria after taking her capital, she has 1 city left). Even then, after taking her capital, nothing other than trades and rainbows and puppy dogs.
We are all on the same landmass. I have met all 12 civs. This is a game with 12 civs, 22 CS, where there should only be 8/16 (again, standard map).
I even made the adjustment to get rid of brokered wars, and at the same time this one:
SELECT 'DIPLOAI_AGGRESSIVE_MODE', '2';
Which means the AI should be crazy against everyone else. But they are not.
Again, I have never been asked to join a war (from a friend) against another AI. Ever.
Totally confused. I have saves if needed, but at this point I'm just discussing ideas (not specifics).
Since it's named "MODE", it's likely a flag where a value of 2 isn't expected.
I mean, if you changed some of the settings perhaps that is the reason we are getting such different outcomes?
The only thing I turned off is brokered war since I was literally getting 20+ requests per 10 turns for things like 2 gpt and open borders. To compensate, I was trying to make the AI more aggressive (the only other change I was making). None of it seems to be working.
By the way, how does one best use chariot archers?
I personally just use them for barb clearing and upgrade them to skirmishers asap. Rarely against other civs.
I was wondering if it was possible to tweak goody huts somewhat. Especially the one that gives a free tech seems OP, and afaik there's no limit as to how many times you can get it, i.e. It can really unbalance games and cause snowballing early on.
\Skodkim
afaik there's no limit as to how many times you can get it
Is this version better balanced on standard or epic speeds?
Maybe it's something about the settings or the game speed that I play on, but I haven't noticed this being the case. I.e. I can often get a boost from ancient ruins (goody huts) but it's usually temporary rather than something game-changing. Particularly if we're talking about the player, the AI gets lots of boost and I find they are often ahead in tech in the early-game at the moment. The only one I feel is sometimes unbalanced is the faith ruin - that has more of an impact in terms of you vs. the AI than tech IMO.
There's actually a cooldown period that prevents you from getting the same benefit from ruins multiple times in a row. Try playing The Shoshone - you'll notice your options when you pop a ruin won't include ones you've already picked recently.
Still, I've had 5 free techs in my current game and I've just researched two techs on my own (slightly modded speed, not unsimilar to Marathon speed).
\Skodkim
I know what you're talking about.@Asterix Rage I think it's due to map size/number of units on screen. With many modmods you'll force a spike on cpu/ram when VP will awake all the units and calculate damage/armor/terrain modifiers for the incoming war.
I have no idea how many I got but it was a few. Maybe I was just extremely lucky but my point is that I think the bonus itself is OP compared to the others and I think it should be nerfed.That's pretty rare, at least in my games. How many ruins did you get total? What other settings are you playing?