Other mods user feedback

phungus420

Deity
Joined
Mar 1, 2003
Messages
6,296
Hi. Don't know if this is a bug by definition but I'll will report anyway.

Since this mod intents to emulate a comercial viable expansion pack somehow, I think something need balance on the revolutions aspect.

I've played 3 full games (all on Emperor, 8 nations, 2 continents, stardart map size) and saw 70% of the CPU Civs involved in revolutions too frequently. Honestly, in all games I saw no dificulty in controlling the revolution aspect of the game, I didn't even have to change the way I've used to play. In the other continent, that created such an unbalance for power that a single nation, the only one not affected by any revolution, dominated quickly the whole continent.

Now, in the last game I often used editor to see how the other Civs were doing, to point what could be the problem and something hit me:

Was the AI changed to give any special atention to revolutions? Becouse, the way I know the CPU plays (don't give a damn about expanding quickly cos it have almost no effect to them, don't give a damn to keeping cities healthy, they always irrigate all the way and grow as much as possible) doesn't contribute to stability in this mod. And in editor I saw a great deal of cities with unhealthy faces, empires expanding quickly, unhappiness faces (who cares when we are at slavery civic and can pop buildings with the cost of population?), translating: the CPU playing like... the CPU! They've never cared about health or happiness as much as they do when it cames to stay military safe or leading the science run.

I saw some pathetic things like Greeks rebeling into Arabs, Arabs rebeling into Incas, and Incas rebeling into Egiptians. What tha hell? With each rebelion, the already tiny Civs became more and more tiny, and STILL rebelling? How dificult is to keep your capital and just 1 or 2 more cities without rebelling?

That just ruined the game, as 1 medium nation in the end became 4 insignificant pieces of culture scattered in the map with no good reason, and I don't need to mention how the 4 got pawned by not only a much larger force, but also advanced, since the 4 researchs sucked. To kill barbarians was more dificult.

I think this aspect of the mod needs to be treated ASAP so a revolution should occur only in cases of extreme isolation, extreme religion issues and extreme population differences. That's what I expect of the CPU when I play a game on Emperor mode. Not just a bunch of tiny ridiculous Civs poping when its so damn easy to keep cities under control.

Best reggards.

I think this is a noteworthy critisism that applys to the RevDCM core, so figured I'd post it here.

I've seen similar complaints, all from immortal level players. My take on it is that the RevIdx should scale with difficulty, like other major gamplay components, this way at higher difficulties the AI could perform better, without having some of the top slots getting busted down quite so frequently. Of course the best solution would be to teach the AI some of the simpler and more important aspects of Revolutions.
 
The AI could be greatly improved if it was told a few basic strategies.

1.) Avoid unhappiness at all costs
2.) Avoid Rebellious Civics
3.) Keep the Tax Rate at >30%
4.) Keep Stronger Garrisons
5.) After obtaining one religion, avoid all others.
 
5.) After obtaining one religion, avoid all others.

You bring up a good point here. The AI seems to want to purge any and all non state religions when it is running Theocracy or Organized Religion. I realize this was put in for the AI to handle revolutions better, but it's overzealous in it's actions. It needn't do this in many cities it does it in (and in fact is harmful as it reduces the happy cap in these cities), and at the same time it doesn't prioritize purging cities that actually are under revolution threat due to non state religion. Also the AI needs to stop using gifted non state missionaries if it is then going to turn around and waste hammers making an inquisitor to purge the religion anyway.
 
Is this problem only on the higher difficulty levels? I play at noble, starting to go to prince, and I'm seeing the opposite. For a while now I have seen virtually no revolutions in any civ. The few I do see end up becoming pleased vassals of their parent civ after a short war. The result is that the same 2 or 3 civs remain at the top of the points and techs, with 20+ cities in every game. I play huge terra maps starting with 8 civs.
 
nvm. Please ignore above post. I've only played revDCM on its own. I did not read the first post carefully enough. Sorry.
 
One thing that bothers me is that the city governor will often run a temporary food deficit while focusing on production when Avoid Growth is on. This counts as starvation and increases RevIdx.
 
Thanks for the feedback all of you, there certainly is a lot which should be done to make the AI more aware of Revolutions and the extra costs of civics and strategies. I'll do what I can over the next few months, with BBAI being a moving target it's hard to keep balance in Revolution for the AI.
 
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