Sorry for taking so long. I play with modded civs, the listt is this:What are the civs that have beliefs and what are the ones without beliefs?
My first game with this mod I found it quite peaceful. Barbarians are very smart, but I haven't seen any wars between civs so far(still playing).
Since the mod makes the AI build comparable military size to their neighbors, with militarily weaker civs building more troops, and stronger civs building less, is there not a danger that this will reduce AI vs AI war? It seems logical that the AI would be more likely to declare war on a neighbor if they had a strong military advantage than if they had more comparable military strengths.Im using this mod too. And my games are allways very peaciful. Can the mod have something that lowers preference for war in the AI?
With the mod, AI should try to build bigger armies if it is lagging behind an average of known Civs, not only neighbors. This is mainly to counter the fact that weaker Civs are often attacked. Army strength is however not the only thing that matters - diplomacy matters. Unfortunately with no access to the DLL source code, we don’t know how exactly wars are started.Since the mod makes the AI build comparable military size to their neighbors, with militarily weaker civs building more troops, and stronger civs building less, is there not a danger that this will reduce AI vs AI war? It seems logical that the AI would be more likely to declare war on a neighbor if they had a strong military advantage than if they had more comparable military strengths.
This is an issue with base game, I noticed that long time ago. There is a node in the behavior tree for Great People that has some issue that causes that. It is responsible for finding a place for a GP to go and activate. However, once it doesn't find it, the GP “freezes”, and the issue is that this node doesn’t update when new places become available, e.g. a new museum is built, etc. So as long as a civ produces places faster that GPs, there is no problem. But a Civ like Russia, goes so crazy with GPs, that you get this problem quickly.View attachment 544022
This is with Real Strategy, but I know that vanilla AI is no better. Why Peter goes for so many GPs and then keeps them walking instead of making great works? This game is also with The Great Musicians mod, so Concert Halls were available. Would there be a way to make AI avoid this waste?
OK@Exletrum Technically it is possible. You can set weights for all civs or specific ones.
@Mik1984
I don't know where v3.8.1 is. I subscribed to this mod on Steam and tested v3.7.2.
The problem is that both mods change Start Biases for some civs and it causes DB constraints errors.
You have to comment out 2 lines in one of the mods.
BBG, file base.sql, lines 1081-1082
--INSERT INTO StartBiasTerrains (CivilizationType , TerrainType , Tier)
-- VALUES ('CIVILIZATION_JAPAN' , 'TERRAIN_COAST' , 2);
RST, file RealStrategy_Leaders.sql, lines 507-508
--INSERT INTO StartBiasTerrains (CivilizationType, TerrainType, Tier) VALUES
--('CIVILIZATION_JAPAN', 'TERRAIN_COAST', 2);
As you can see, these lines are exactly the same, so eventually you will get the same result for Japan.
However, I don't know about other Start Biases. If you care about them, then you need to comment out all lines related to Start Biases in either of the mods, otherwise they might be a bit messed up.