Size, Speed, and Difficulty

If you want AI harder just set yourself on Emperor or even higher. No idea how size/speed pace help/harm AI.
Also there is aggresive AI setting and nightmare setting (to be used only with Deity)

I suppose I meant harder as in "doesn't collapse under the weight of a messily five cities into a revolutionary mess".
 
I suppose I meant harder as in "doesn't collapse under the weight of a messily five cities into a revolutionary mess".
Ah then you have Revolutions option on.
Sadly no one can actually teach AI to play with Revolution on.
I guess they should add huge stability boost in mean time if players want to manage revolutions.
 
Ah then you have Revolutions option on.
Sadly no one can actually teach AI to play with Revolution on.
I guess they should add huge stability boost in mean time if players want to manage revolutions.

Ah, AI doesn't play nice with revolutions? I guess that would explain why it's off by default. Funny, seems like the AI is able to handle increasing crime without too much hiccup, wonder if that same logic couldn't be applied to revolutions, although the two are very heavily connected.
 
Ah, AI doesn't play nice with revolutions? I guess that would explain why it's off by default. Funny, seems like the AI is able to handle increasing crime without too much hiccup, wonder if that same logic couldn't be applied to revolutions, although the two are very heavily connected.

Rev is On by default. You have to check the No Revolutions box to turn it Off.

And Rev and Crime do not have as much connection as you think. Rev is a much older Mod. Our Crime is still fairly young comparatively speaking. And it's based on a new system we call Properties. Developed by a former C2C C++ modder AIAndy.

Rev is woven into base C2C however, much to my dismay. It has not had significant changes since Rise of Mankind 2.92. Which was the basis for Caveman2Cosmos in it's inception by StrategyOnly. the mod's author.

Sadly no one can actually teach AI to play with Revolution on.
I guess they should add huge stability boost in mean time if players want to manage revolutions.

Again not as easy as you think. And the modders of LoR would disagree as to AI interaction. But their version of Rev is not our version.

Are either of you C++ coders? If you are maybe your suggestions would be easy. But if you are not, as I am not, then No not gonna happen.
 
Well crime is mechanic developed from ground by this mod makers, while Revolutions were added all way back to Rise of Mankind mod - Caveman2Cosmos is spiritual succesor of Rise of Mankind, and Revolutions mod is just kinda here.
Exactly.
 
Rev is On by default. You have to check the No Revolutions box to turn it Off.

And Rev and Crime do not have as much connection as you think. Rev is a much older Mod. Our Crime is still fairly young comparatively speaking. And it's based on a new system we call Properties. Developed by a former C2C C++ modder AIAndy.

Rev is woven into base C2C however, much to my dismay. It has not had significant changes since Rise of Mankind 2.92. Which was the basis for Caveman2Cosmos in it's inception by StrategyOnly. the mod's author.



Again not as easy as you think. And the modders of LoR would disagree as to AI interaction. But their version of Rev is not our version.

Are either of you C++ coders? If you are maybe your suggestions would be easy. But if you are not, as I am not, then No not gonna happen.

Eh removed my previous post as you ninjad me :p
And I meant just flat handicap bonus.
Or just remove option to enable revolutions and make your own revolution mod - for example Rhyes and Fall has completly different stability managment.
 
I am aware of the mod's origins, I used to play RoM before the development of C2C, and aware of the rather clever and awesome properties that the mod uses (although for some reason the fire property seems to stop working after a little while, regardless).

Honestly, I'm not a C++ coder, but I am a fairly experienced Java coder. Same family of languages at least.

While Rev is a really old mod, it's concept of rebellion and stability of an empire is a good one, as such has been highly relevant across history. Perhaps it would be better woven into yet another property, but I digress.
 
I don't think Aggressive AI is a good setting as it just makes the AI not make as smart decisions.

And the No Revolutions option is a default on option, thus it IS off by default. But we're pushing and pulling over semantics. I just wanted to clarify.
 
There was a time in the mod the AI was bad at managing crime and high crime causes instability but recent AI changes fixed that, i recently finished a game at deity difficulty and there was only a single revolt in the AI empires, that game ended when i discovered guilds. I had about 14 cities at that point and needed to put 11 of them on producing gold if i wanted to put research on 100% without loosing money. The map size was small with one large island per player surrounded by oceans on all sided besides a few spots where islands existed allowing naval movement.
 
There was a time in the mod the AI was bad at managing crime and high crime causes instability but recent AI changes fixed that, i recently finished a game at deity difficulty and there was only a single revolt in the AI empires, that game ended when i discovered guilds. I had about 14 cities at that point and needed to put 11 of them on producing gold if i wanted to put research on 100% without loosing money. The map size was small with one large island per player surrounded by oceans on all sided besides a few spots where islands existed allowing naval movement.

Sounds fair. I'm building a tech lead slowly in my empirror game but that might be because I'm scientific, and focusing it. Gonna have Io to stay ahead of Mansa Musa anyway, scientific and financial bastard.
 
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