Hey D in the Handicap Infos xml file you have Settler difficulty listed five times. The last four should be King, Emperor, Immortal, and Diety.
Looks like I fell asleep halfway through that one, thanks.
BTW when the current problems will gone, D:- could you in included two new wonders (just for realism) on for the Kölner Dom, and the other the Berlinermauer(maybe with socialism), just a idea but i think this will work great with your mod. The Kölner Dom and the Berliner Mauer are still missing, but a real part of our history.
If I could make it so that you can only build the Berlin Wall under certain governments or policies, I would add it. Probably won't add it without something like that though.
Once I finish the government systems, I will go on a tech/building spree and see if I can get the Cathedral in.
Seems barbarian encampments gold rate is very low...used to be 1000g on Marathon,now down to 100g.
What about Neuschwanstein Castle then. Thats a pretty neat castle. I got to see that when I was a kid in Germany. My dad was stationed in Bamburg for 2 1/2 years and I loved it there. We went and saw that castle and many others. Didnt Walt Disney get his famous castle from the Neuschwanstein Castle? Or at least it inspired it I believe.
It has been set at 200 for barb conversion and 2000 for barb city ransom awhile.If other things such as city state gold gifts are back to normal, or other global variables. It could be possible that your global defines xml isn't working.
I think some of the bonuses are too high in the new gov ideologies. Before on a large quick speed map I would get satellites around turn 220~240. Now I can get to that at turn 150~160. Its not really the science bonuses either, its the +30 lumbermill production and +20 food to farms in Enviromentalism. I would move Enviromentalism to Modern Era and cut the bonuses by half. Since the AI only had 8 or 12 polices when I had 32. The AI is not good at using new policies.
Lumbermill and Farm bonuses are that game changing? Figured by industrial, with governments, that 20-30 would at best be a 30% raise in tile yield. Is that a clear dividing line though, when you get environmentalism it takes off? How much food and production per city would you say that adds?
Unfortunately, they didn't give a way to boost AI culture generation or lower their policy cost. I am going to try giving the AI a building cost reduction and see if that trickles down into more culture buildings. Expect the AI to become tougher overall as a result.
One reason for this could be that only the government and government ideologies have been fully filled out. The placeholders for the other three categories are there, but have no benefits attached to them, i suspect that the ai is choosing some of these placeholder policies and ultimately nerfing themselves.
The other reason is that after a quick look it seems that D has not yet implemented any "flavors" for the new policies eg:
Well first, the AI was never able to keep up with vanilla policies let alone these, so I don't think there are any new problems in this area. It still needs to be addressed of course.
I have been pondering a new flavor system just for the policies, but I have a feeling I would have to redo the flavors of the entire game to make it work.
I don't really trust the AI to ever be able to handle policies in an intelligent manner, especially when they have the ability to put themselves in anarchy at the drop of a hat.
I think the only reliable way to make the policies work for the AI will be to bottleneck them in certain patterns that they make every game. For instance, making it so Russia always chooses Monarchy, then Communism, then perhaps Technocracy, with the relevant ideologies such as Imperialism, Populism, Socialism, Nationalism, etc.
I have to find a way to set up the flavors so that each leader takes a specific path through the policies each game. Otherwise I think the AI will get lost. Its going to take significant amounts of tinkering though and I am going to have to go through a dozen sheets of paper just to make sure I have everything ordered correctly.
I think I will add the Gov Systems, and then work on the vast flavor system I need to invent for the occasion.
What wonders are missing from Civ 5 that were in Civ 4?
Been awhile since I compared. I think fanatics has some archives somewhere that lists all the wonders of Civ 4.