Probably yes, because they are clever, and on higher difficulties they get a ton of bonuses. Not sure about other AI mods, maybe there are others with more bonuses, but they most probably lack the geopolitical and tactical thinking.Does this mod make the AI the strongest of all the other Civ5 mods? How strong is the AI compared to K-Mod for Civ4?
It depends on a lot of factors (for example Civ traits, like for aggressive / expansionists civs it counts more), but as a rule of thumb, if there won't be a space for atleast another city or two, you can probably count on it.When it comes to territorial disputes, and especially promises about not settling near AIs, how many tiles between cities does it need to be? Like, how close can I settle to not upset them? And does it count from the nearest city or border?
This might be the answer you are looking for. But IGE+ will allow you to remove and change tiles manually. I used to spend a lot of time customizing my worlds before ending the first turn. Keep in mind that this can be addicting and if you don't want to ruin the difficulty you should make yourself stop using it after turn one. It's perfectly fine to deactivate this mod and continue playing after using it.The old steam workshop mod "remove ice" does not work with VP.
I wonder if it is possible to use the VP event system to create an event that removes all ice from water tiles?
(Or can someone fix that mod for VP or knows where to find a fixed version?)
Removing Ice from the map requires a game reload to update the map graphics. So then such a mod would look janky as you can't see the update in real-time.The old steam workshop mod "remove ice" does not work with VP.
I wonder if it is possible to use the VP event system to create an event that removes all ice from water tiles?
(Or can someone fix that mod for VP or knows where to find a fixed version?)
You can alter things for example in C:\Users\Name\Documents\My Games\Sid Meier's Civilization 5\MODS\(2) Vox Populi\Database Changes\GameSpeedChanges.sqlIf I want to make costs for techs and policies by 25% in epic speed what should I change in settings?
(1) Community Patch > Core Files > Core Changes > DiploAIOptions.sqlIs there any way to increase how aggressive the AI civs are towards each other? I just had a game on an earth map where over 20 civs in europe/asia never declared war on each other the entire time. They were all neighbors with each other and mainly just ganged up on one civ. I was thinking maybe I could increase the diplomatic penalty they got from territorial disputes. Is that possible?