Hey all, just reporting back again to say that I'm still black texture free and Walter's fix last month seems to have effectively remedied the issue for me!
I am about 50 hours into a campaign which I've all but lost but decided to play through to the end, and unfortunately, it looks like I'm going to get conquered outright. Being endlessly DoWd and backstabbed by former allies made almost the entire game feel like a war of attrition. Marginal gains and Phyrric victories avail the long term not, and the AI has simply not given me a break. Time to go down from monarch and not play terra for a while.
A few more quick questions if I may:
- I'm undecided if I like tech trading being disabled, but does anyone know if turning it back on and then disabling the research sharing system has any bearing on AI behavior with respect to signing and cancelling open border agreements? I seem to be missing the strategic dynamic for this, because it seems near-always to be advantageous to the player to sign these whenever possible, and the AI readily cancels them anyway. It's kind of annoying too, how much this causes major shifts in your trade income, seemingly not predicated by anything except an arbitrary timer. So if you revert to vanilla mechanics with respect to tech trading, does the AI still cancel open border agreements with the same logic that it does under the mod's rules?
- Could someone reference the specific mechanic for number of cities on research cost (and does disabling the research sharing as mentioned above affect this)? This actually seems to be really huge. So huge, in fact, that it makes losing cities in war potentially a boon for the player if they're not mature enough, and also is critical for planning the eventual profitability of them. I'd like to weigh the cost/benefit analysis of tall vs. wide with actual factors applied to the mechanic, if possible, but so far it seems simply that each city gained or lost results in a parabolic shift up or down on maintenance.
- Does "AI playing to win" give it any consciousness of
other AIs' own proximity to victory? It always seems like when an AI civ is nearing a culture victory, the onus is on the player to attack them and prevent this, and the other AIs don't care; usually this means fighting off some other immediate threat while also shouldering the burden of preventing a third party's cultural win. Theoretically if the AI is "playing to win" it should know when another civ is going to and try to stop this. In my current game, Egypt is pretty close to winning culture, but no one is attacking them or apparently trying to stop it. (Also, would enabling this feature be considered a bump upward on difficulty?)
I hope none of this sounds like a complaint, as I'm really enjoying this mod! Many thanks again.