Thalassicus
Bytes and Nibblers
The files deal with AI attitude modifiers (I hate you because of X) and their overall attitude bias (hostile, war, friendly, afraid, etc). There's also attitude biases towards citystates.
I should probably also modify the MINOR_CIV_APPROACH_WAR value as well to make them more aggressive towards city states too now that I think about it.
Hmmm.
I'm uneasy about the piecemeal introduction of AI.
How sure are we that it doesn't then skew our observations of other AI behaviour?
The AI often doesn't clear barb camps even when they have a unit standing right next to them. This requires some kind of AI change, but it might not be something they have access to.
The AI does not understand the concept of farming barbarians...
Japan Aztecs Venice
Total GPT: 227 353 494
City Tiles: 163 219 329
Trade Routes: 27 85 127
Maintenance Costs: 259 368 192
Units: 184 217 66
Buildings: 61 123 127
So I've played a couple more CEP 3.2 games and I noticed that the biggest problem now is the negative GPT issue which is probably why the AI falls behind in tech mid game. Before the happiness, barbarian, aggression, or expansion issues is this. Below are some GPT values I took from my game after I picked up my ideologies. It seems like some of the AI can't pay for the giant armies that they are fielding or too many cities with too many buildings.
Code:Japan Aztecs Venice Total GPT: 227 353 494 City Tiles: 163 219 329 Trade Routes: 27 85 127 Maintenance Costs: 259 368 192 Units: 184 217 66 Buildings: 61 123 127
Are people seeing this in the base game as well, or is it an effect of the mod?
Buff the city trade connection values (to 40% population at least). I think that's probably crippling their economic value as the AI should be pretty good at hooking up cities.