when will the installer be build ?
When it's ready. I'm not the person doing it, so I don't have any ETA on this. And posting about it every day certainly won't speed it up. It's not like we'll make it and then keep it secret.
I know that you guys are well aware of this and have tried to curb this, however AI really is incredibly aggressive, attacking incessantly and without regard for diplomatic relations (below friendly at least). On higher difficulties I can't keep up with AI without going negative gold (I had a particularly large empire) so I just get attacked over and over by a new civ every time.
As already asked, does AI play to win? Because without it checked, it is my experience lately that AI is actually rather peaceful save for a few maniacal leaders.
On a separate but related note, would the AI be able to handle caps on how many units per tile? Having a fixed cap based on logistics already implemented could help with the stacks of doom. There is the fundamental problem of defending yourself when you must spread your forces across all of your cities while the aggressor can focus all troops at one point.
I don't think it would. I also gave it some thought as a potential solution, but ultimately decided against it.
Also throw in that AI seems to make war declaration decisions based on how well defended a particular city is rather than the overall strength of the civ.
Not really. AI war declaration logic doesn't really revolve around particular cities at all - it only compares relative military strength and checks against relations. Decision on
where to attack, though, is a whole different thing.
Raising building and unit costs across the board I think would help a lot. I just feel past the beginning of the game, everything is super fast to build, and thats a big reason why there are so many units on the map, as well as the reason why I am constantly having my cities build research due to having built everything.
I am considering this.
Not in my experience (especially the relations part - I can't remember a time I was attacked with pleased).
Funny enough, having good relations with AI seems to have much less actual effect on war declarations than personal experience would tell, if one looks at the code. It should probably impact that more...
Is it normal, that the whole world is lagging behind really heavily in the tech race? I'm playing my first game of RI ever as Persia, on the large world map, with realistic speed at the monarchy difficulty level. I'm doing pretty well, and in 900 AD, with Babylon, Arabia and India conquered (except the Barb cities with those tribal forts protecting them), I am the leading civilization as far as points. Nevertheless I'm still in the Classical period (researching commerce code right now) and the rivaling Civs leading in technology aren't really that far ahead (France researching glassblowing and porcelean right now). I can hardly ever affort to invest more than 30% into science. Many civilizations are even a lot further behind. Is this normal/intended? It seems a little odd...
Why do you feel it's "lagging behind"? What would you expect from a 900 AD world? What you're describing is that the tech leaders are in early Medeival era, which is exactly what was happening in the world at that time.
I just upgraded to the last 3.4 version on svn (5108) and play on a huge map as Genseric. I have found a town seperated by sea from a horses resource plot long time ago and already found horse riding and stirrup. Surprisingly I still cannont build cavalery units even though I have built a road and a pasture on the horses plot. I thought I should have acces to horses now if I understand the new city network across water mechanics well. Is this a bug or am I wrong?
As correctly pointed out before me, the islands should be really small for that. But again, as correctly pointed out, you could place a fort at the neighboring tile and connect your horse to it. Forts act as cities for trade network purposes.
So by now my game has normalized as far as the tech speed over the course of the middle ages. Probably the intense fighting in the antiquity just held everybody back initially. In the meantime I managed to reach the Renaissance period in 1478 AD and fielded my first Safavid Musketman in 1482 - seems realistic. Also it turned out, that I hadn't found the tech leader yet when previously posting: Elisabeth I. wonderwhoring on her island. Really nice mod I have to say!
Elizabeth is infamous for that on world map in 3.3. Should see much less of that in 3.4 (and much less of one civ over-teching in general).
This is the save right before it crashes
Here are the saves next turn and 10 turns after. Couldn't get it to crash.