You see this bug with the DefaultYieldBias
https://www.reddit.com/r/civ/comments/84d5cz/firaxis_please_fix_ai_crippled_by_dumb_typo/
https://www.reddit.com/r/civ/comments/84d5cz/firaxis_please_fix_ai_crippled_by_dumb_typo/
You see this bug with the DefaultYieldBias
https://www.reddit.com/r/civ/comments/84d5cz/firaxis_please_fix_ai_crippled_by_dumb_typo/
UPDATE AIFavoredItems SET Item='YIELD_PRODUCTION' WHERE Item='YEILD_PRODUCTION';
UPDATE AIFavoredItems SET Item='YIELD_FAITH' WHERE Item='YEILD_FAITH';
UPDATE AIFavoredItems SET Item='YIELD_CULTURE' WHERE Item='YEILD_CULTURE';
UPDATE AIFavoredItems SET Item='YIELD_GOLD' WHERE Item='YEILD_GOLD';
UPDATE AIFavoredItems SET Item='YIELD_SCIENCE' WHERE Item='YEILD_SCIENCE';
Can correcting the typo ourselves in the leader.xml file fix it? Or does it get revert when the game loads so we need the mod that fixes it
barb scouts should get -1 sight when the farsight option is enabled, same as slow scouts option ( and slow scouts option should probably just give -1 )
Hmm. Do Barbarian Scouts trigger raids based on vision? I guess I never thought about it. I could nerf their sight if it's an issue.
well the added vision means they can spot your cities from further away, especially if they climb a hill. I'd just make slow scouts depend on rocketboots instead of being their own option, and the same for vision. that way they remain unaffected by changes to all other units.
The extra vision is a pretty direct hack. It just rolls through the database and adds +1 vision to the base vision of every unit in the game. The Barbarian Scout is indistinguishable from the Player scout, it only becomes a "Barbarian Scout" when the Barbarians build one. I can apply a Modifier to those Scouts specifically to reduce the vision if this is an issue. I thought Barbarian Scouts triggered invaders only if they actually touched your borders. If that's wrong and it's just based on vision to the city I may consider addressing it specifically.
FWIW I struggled for a while with how and whether to apply the extra vision. I decided to add it after watching the AI seem to struggle with the extra movement they get without the ability to see where they are moving. I thought about making the extra vision AI-only but worried players would feel it was unfair. So I just applied the code at the lowest level, to every unit in the game. Maybe that needs some refining,
I guess making it AI only would be the best course of action, players won't care because it's not noticeable and besides everyone knows the AI in civ doesn't play with the same exact rules as the player
I was playing as Arabia. There was England and Nubia on the continent. There was a military emergency against England to recapture a Nubian city. Nubia did not join the emergency.
I joined the emergency and @ 5 turns later Nubia declared war on me. I did not have a good relationship with Nubia.
Is this is working as intended?
Thanks.
(Have the latest mod.)
My one bug was capturing a city that had somehow had an encampment but no bedrock....
My one annoyance was the AI positively begging to be swallowed up, I eventually swallowed two neighbours half just to get them to shut up with their constant dow's even though neither had an actual army.... funny thing is I strategically befriended city states that did half of the fighting for me with my chief annoyance loosing cities like dominoes, destroyed by city state armies..... sigh someone needs to teach the AI fear or something.
The other annoyance was that after the first hurdles to get to 1000AD I always suddenly snowball while the AI stays static.... I think the expansion was only ever tested in multiplayer on the dev side cause the AI seems completely flabbergasted even without any mods.
Possibly mod related though at about the point where the AI goes static they don't expand at all, in this last game a full third of the map was completely unsettled with the AI preferring to play at war with me and each other. No conquering or settling was taking place at all.... I think soldier and settlers got too expensive for the AI? On my part it initially took targeted planning to keep expanding and then I was snowballing like crazy so planning did not really matter any more.
My concern is that it would mean
I think this part of the reply got axed![]()
Well, it's possible that I simply snowballed too early on, one of the civ's I swallowed was a expander. The only other civ rivaling my position was Scythia which basically sat back taking advantage of my keeping the two aggressive civ's busy. It was a game of two continents so theoretically me and Scythia carving up the one between us should leave at least one dominant civ on the other eventually... Maybe my actions broke the supposed "typical" mode of playing because I simply silenced the opposition instead of humbling it and thus I "broke" the game? Sigh I think RF might have made the game unstable in a way that only the next major dlc can fix... Too many extra's on a already burdened and downright schizophrenic AI.
Perhaps you could increase the warmongering cost for declaring war to make the AI more weary of it while keeping the rest as is but that might mean no one ever starts a fight. I usually play with the ages of pace mod to force progression slower but the dev of that seems temporarily stumped as to how exactly to adapt to RF so dont have a mod atm to slow the world down so to speak. My concern is that things move so quickly the AI can't keep up and the AI prefers aggression to settling because the settlers become too expensive.
To put things into perspective I play large maps on marathon. Lots of space to expand making settling that last percentage cost about as much as a wonder per settler eventually.... maybe capping the total settler cost?
No havent tried that fix yet, and last I saw the AI+ mod made the civ's bankrupt themselves as apposed to the too small armies they now have... perhaps a hard cap on the total number of military units... a percentage of the total number of cities? Also a similar hard cap on culture and research districts seperately though that ballance might be more challenging if even possible.
UPDATE Units SET CostProgressionModel="NO_COST_PROGRESSION" WHERE UnitType="UNIT_SETTLER" ;