Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

I think you could try setting Colonization to +30% production towards settlers ( in line with the policy for builders and wonders ) and Settlers cost halfway between current and previous patch

by the way, it seems like in the latest patch you've set ALL units to half cost instead of settlers only


LOL! Well that explains a lot. You're right, I left off the tag that would make it apply only to Settlers. I'll fix in the next day or so. I'm currently in the middle of moving so I don't have access or time like normal. Sorry about that, but enjoy the half-cost units for a while. I admit I was kinda enjoying it when I test played without realizing what was up.
 
Hi, have you finished the released version for summer patch? If you have done please let me know and I will begin to translate the mod into Chinese.

I'm close to finishing off patch 3.14.x. Likely the final one will be 3.14.7 or 3.14.8, depending on whether any bugs come up.

Unfortunately I still have some issues with the Localization code. It may make sense to wait to the 3.15 series (the next series)once I've had time to figure out a "best" way to incorporate translations. The hope is by that time I'll also be providing some kind of way for translators to compare files and see what has changed between patches.
 
I downloaded this to the proper file where the game is but it doesn't show up in additional content can someone please help me
 
Thanks for creating this fantastic mod, really gives a new feel to vanilla civ.
That said, is there any way you could seperate the hardcore_science_rules into 2 seperate options?
I really liked the "less free science for pops", but find it quite frustrating to babysit my opponent's districts so they don't outtech me (too far) or getting outteched by that goddamn chinese nerd from the other side of the map.

Alternatively, could you tell me in which file i'll find the relevant code, then i'll modify it myself.

Edit: Found it, Is it enough if in PopYield I set the values for "QUO_AI_HARDCORE_BONUS_TECH_PER_DISTRICT" and "QUO_AI_HARDCORE_BONUS_CULTURE_PER_DISTRICT" to 0?
 
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the text description still claims Pericles gets inspiration when you are suzerain of CS, however it seems like that code was removed a while ago
 
Is there somewhere I can find a comprehensive list of features/changes from the mod? A lot of them are in the op, but some, like the splitting of the first 3 governments in the civic tree. I'd like to know some of the more subtle changes, like building and district costs, so I can modify the xml to my liking if I don't like the changes.
 
Question: are you guys finding the AI civs are teching much faster/better than before the Summer patch launch? I'm considering scaling back their bonuses. They needed them before the patch but I think they're now building more districts and getting big bonuses. Thoughts?
 
Thanks for creating this fantastic mod, really gives a new feel to vanilla civ.
That said, is there any way you could seperate the hardcore_science_rules into 2 seperate options?
I really liked the "less free science for pops", but find it quite frustrating to babysit my opponent's districts so they don't outtech me (too far) or getting outteched by that goddamn chinese nerd from the other side of the map.

Alternatively, could you tell me in which file i'll find the relevant code, then i'll modify it myself.

Edit: Found it, Is it enough if in PopYield I set the values for "QUO_AI_HARDCORE_BONUS_TECH_PER_DISTRICT" and "QUO_AI_HARDCORE_BONUS_CULTURE_PER_DISTRICT" to 0?

The AI gets three tiers of bonuses that ramp up as they progress through the game. That is the Hardcore Bonus those modifiers above refer to. Population amount is a simple update statement somewhere in that PopYield file, that basically changes free sci and culture from population to 0.

the text description still claims Pericles gets inspiration when you are suzerain of CS, however it seems like that code was removed a while ago

He should still get it. Is it not working? Maybe the Summer patch broke it.

Is there somewhere I can find a comprehensive list of features/changes from the mod? A lot of them are in the op, but some, like the splitting of the first 3 governments in the civic tree. I'd like to know some of the more subtle changes, like building and district costs, so I can modify the xml to my liking if I don't like the changes.

I just moved into a new apartment and do not yet have internet so I'm posting from a phone. Once I'm running with net again I'll update the info page.
 
Question: are you guys finding the AI civs are teching much faster/better than before the Summer patch launch? I'm considering scaling back their bonuses. They needed them before the patch but I think they're now building more districts and getting big bonuses. Thoughts?

Yeah you need to scale back the bonuses. They are running away. I've dropped to emporer from immortal and build campuses in every city and there is no way I can keep up.

That said I'm in year 1880 or so and just beginning industrial so that means I probably should have built more cities early on
 
Question: are you guys finding the AI civs are teching much faster/better than before the Summer patch launch? I'm considering scaling back their bonuses. They needed them before the patch but I think they're now building more districts and getting big bonuses. Thoughts?

Not sure that is the solution. I am playing at Deity, and yes, some civs are way ahead but I am usually in the middle of the pack until I manage to catch up in the industrial/modern era. Obviously I am in panic when an AI mech infantry declares war on my muskets, but they cannot coordinate an attack at all - defend for 10 turns, make peace and continue to catch up with science. AI lacks so much in all aspects, removing AI bonuses would need to be compensated with something else, or the game is too easy.

As an example, playing at marathon, island plates, gigantic size, the AI civs (who are way ahead in science) settle 4 tiles from my cities in unproductive locations, with my boarder at their city door steps (or in other close but useless locations), with accompanying units from my own era - I attack, raise the cities, make peace, get some loot, and all is well.
 
I am playtesting an update that cuts their sci and culture bonuses. Prior to the patch the AI apparently didn't build as many districts. Now that they do, they are getting huge bonuses and that's why they're so far ahead. I'll put out a new release soon. In the meantime if you're struggling it may be worth it to shut off the "Hardcore" rules in the MyOptions. That will use revert to the Vanilla rules and avoid most of the issues.

Other Stuff
Meanwhile I have another balance question. I think making Anti-Cavalry into Ranged units was a good change but that they are still underpowered. Hence I am playtesting the following rule changes:
  • The existing formula for converting Anti-Cav to ranged units is: Ranged Combat = Combat - 5, Combat = Combat -7.
  • The proposed formula is: Ranged Combat = Combat - 5, Combat = Combat +5.
    • In addition in the proposed formula, Anti Cav bonus versus Cavalry is increased.
    • Also, Melee units may need a boost to their attack against Anti-Cav, since they are supposed to be able to "unseat" those units.
Basically the above formula converts Anti Cav into a tanky ranged unit. They "needle" opponents with their weak-ish ranged attack. But you don't want to charge them, because their Combat stat is actually higher than a lo t of units.

A side-effect of the above mentioned changes is it is much harder to take a Barbarian camp with a single Warrior. It's doable with 2 or 3 and I see the AI isn't struggling too hard to do it.

Scratchpad
In addition there is one more feature I'm potentially releasing soon which I won't talk about at length yet because I'm not 100% certain how it will be implemented, but it is intended to provide a hub for people who want even more control over the mod than the MyOptions system allows. Basically an "approved" SQL file that lets you edit values in the mod freehand and communicates with the systems in this mod so that you can see that your changes are working properly. I've been calling it the "Scratchpad." The idea is that it will tie into the windows that pop-up at the start of the game, and you will get a report back in those windows telling you your sub-mod loaded and any other values you want to send to the window, along with making database edits to the mod. You'll need to know some SQL to use it, but the idea is I can use the Scratchpad to write out code some people may want to use, comment it out, and only players who want those changes can uncomment the lines or change them however they want, without feeling like they have to go into the main mod files. Also, it means if a player ever edits the mod and breaks it they can just comment out everything in the Scratchpad, without any worry. More details as I get closer to releasing it.
 
A question: do you still suggest the use of AI+ mod to enhance the Ai...? If not, what then....?

I no longer use any of the various AI mods in my testing. As far as I'm aware none of them should conflict with this mod though so if there's on you like feel free to use it.
 
I no longer use any of the various AI mods in my testing. As far as I'm aware none of them should conflict with this mod though so if there's on you like feel free to use it.

Based on the very recent revival of the AI+ thread it looks like AI+ is fairly broken with the new patch in the sense the the pseudo-values have not been updated to reflect changes made to the AI by Firaxis during the summer patch. Author is back in action and we are patiently waiting on a new version :)
 
A side-effect of the above mentioned changes is it is much harder to take a Barbarian camp with a single Warrior. It's doable with 2 or 3 and I see the AI isn't struggling too hard to do it.

This is actually already true with the way you've had it... simply converting them to ranged gives them a "free" attack, which makes them a harder target, especially in rough terrain. No complaints though.

The only drawback to having spears as ranged is that they can attack ships and embarked units from land. Personally, I find it strange that any ranged class unit can do this effectively, but... that's what we have.
 
About the district bonuses... I think they should be scaled back, if not removed. Or, if possible, make it toggable in MyOptions. Not only is it against the common philosophy "smarter AI, not privileged AI", but it also gets out of hand. It's huge early game, as without science and culture from population, every point counts. And as others have said, they just continue to ramp up throughout the game, always putting you in catch up.

As for anti cav, I think that's a bad idea. Barbarians are a pain in the ass as it is. I don't want to have to produce a small army just to take over an encampment. Perhaps if they have a "counter", like giving melee units bonus damage towards them.

As it has been said, the ranged nature of spearmen is pretty silly, as it allows you to attack ships. I also can't imagine them attacking warriors without getting scratched. Their spears aren't that long... I think it'd be best if we kept melee anti cav, and just did a triangular system: anti cav get bonus strength attacking and defending cavalry, cavlary get extra movement to chase down ranged units, and ranged units get bonus damage against anti cav... or some sort of rock paper scissor system. Just my 2 cents.

PS: are you taking general feedback and suggestions, or only on things you ask about?
 
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