Standard AI-only Photojournal (8-23-3) (New game at Post #20)

azum4roll

Lost the game
Joined
Jul 17, 2018
Messages
4,856
Location
Somewhere
Since there's a heated discussion going on about the game balance (as always) from players with different capacity and different playstyles, I'm interested to see what would happen in a game without any human interference. Let the AIs fight to their death!

I'm keeping everything (well, most things) standard for a fair test.

Spoiler Mod List :
upload_2020-7-1_16-52-23.png

Logistics Skirmishers mod changes Skirmisher Doctrine to the following:
+40% Combat Strength when defending against all Ranged Attacks.
-50% Experience gained from combat.
May attack twice.

As well as tweaking CS and RCS values.

The AIs still have troubles utilizing 2 attacks per turn (they never shoot 2 different targets in one turn), but strength-wise they feel fine.

Spoiler Advanced Settings :
upload_2020-7-1_16-59-26.png

As well as no Tech Trading and no Events.


The civs - https://imgur.com/a/mFr7wcX
 
Time skip to Turn 111 after all 5 religions are founded. There has been no conflict, not even from the highly aggressive Monty.

Let's see how everyone's doing.

Leaderboard
  1. Germany - 18 techs - 5 Tradition - 6 cities - 41 pop - 5 wonders - founded on turn 106 - Score 471
  2. Egypt - 16 techs - 5 Tradition - 5 cities - 39 pop - 1 wonder - didn't found - Score 366
  3. India - 15 techs - 5 Tradition - 5 cities - 34 pop - 1 wonder - founded on turn 72 - Score 332
  4. China - 17 techs - 5 Tradition - 4 cities - 33 pop - 0 wonder - founded on turn 104 - Score 318
  5. The Inca - 15 techs - 4 Authority - 6 cities - 38 pop - 0 wonder - founded on turn 106 - Score 311
  6. Arabia - 15 techs - 5 Tradition - 5 cities - 36 pop - 0 wonder - founded on turn 108 - Score 303
  7. The Aztecs - 14 techs - 5 Authority - 3 cities - 17 pop - 1 wonder - didn't found - Score 259
  8. France - 13 techs - 4 Authority - 2 cities - 16 pop - 1 wonder - didn't found - Score 221
Policies
No one picked Progress, and Tradition generally performs better than Authority (due to the lack of early war?)

Religion
AIs still like picking the same few pantheons - Expanse, Tutelary Gods, Ancestor Worship, Home, Commerce - that I've been seeing in the last few AI games.
India utilizes Purity well, having 3 cities around the starting lake.
Egypt picked God of the Sea but only 3 of his 5 cities are coastal, so naturally he failed to found.
The Aztecs failed to found with Renewal.

General AI quirks
Spoiler Screenshot :
upload_2020-7-1_19-10-38.png


The Aztecs only have one melee unit left, despite having several Jaguars earlier on. Have they been disbanding units, or did the Jaguars all die to barbarians? Similar thing happened to Egypt's War Chariots, but that might've been casualties during the war with Belgrade (still ongoing).

Speaking of War Chariots, the AI hasn't been using it well. See below screenshot.
Spoiler Screenshot :
upload_2020-7-1_19-18-20.png

War Chariot was in the red tile, and Belgrade Spearmen on green. The other units shown in the screenshot weren't there at the time. The best thing Egypt can do is moving the Chariot to the blue tile, shooting the Spearmen once, then retreating back to the red tile, while bringing more reinforcements there. Instead, the AI moved the Chariot to the blue tile, shot twice, and ran out of movement points. Obviously it got flanked to death by 2 Belgrade Spearmen immediately.

Another quirk with skirmisher is that AIs always move back after killing the unit in a barbarian camp instead of capturing it. They'll still capture it the next turn, so it's not like they want to wait for another barbarian to spawn.

India's starting pathfinder died before turn 10 in the dense jungle north of Delhi, but I think he was just unlucky.

Both India and the Aztecs had a Settler captured by barbarians, and they wouldn't go rescuing them.

Governor starving cities also affects the AIs and city states, partly contributing to France's settling problem (the other part being losing the Pyramids race to Egypt).

The world as of Turn 111
upload_2020-7-1_19-37-38.png
 
This is really helpful and interesting.

It's sad to see the AI fail with the Aztec so miserably but maybe they just require too specific of a start for the AI to handle.

Authority AI struggling seems pretty regular these days. I wonder if the city manager starvation bug is hitting them more often than tradition/progress for some reason. Tradition escaping it with their free +2 pop maybe makes sense? It would be interesting to see if they do much better once that's fixed.
 
The year is 1600 AD (Turn 230).

Let me recap what have happened throughout all these years...

Leaderboard
  1. Germany - 40 techs - 6 Tradition 6 Statecraft 1 Industry - 8 cities - 134 pop - 12 wonders - Score 1454
  2. The Inca - 39 techs - 6 Authority 5 Statecraft - 10 cities - 129 pop - 6 wonders - Score 1283
  3. Egypt - 39 techs - 6 Tradition 6 Artistry 1 Rationalism - 6 cities - 98 pop - 8 wonders - Score 1146
  4. Arabia - 35 techs - 6 Tradition 5 Artistry - 8 cities - 104 pop - 1 wonder - Score 940
  5. China - 33 techs - 6 Tradition 5 Artistry - 7 cities - 98 pop - 1 wonder - Score 853
  6. India - 33 techs - 6 Tradition 4 Statecraft - 7 cities - 80 pop - 1 wonder - Score 810
  7. The Aztecs - 33 techs - 6 Authority 3 Fealty - 8 cities - 86 pop - 1 wonder - Score 687
  8. France - DEAD LOL
Poor France never had more than 2 cities...

Policies
The only one who picked Fealty is one who hasn't founded. Statecraft finally is picked by less than 6 civs.

Religions
Indian Hinduism - founded turn 72 - enhanced turn 114
Pantheon: Goddess of Purity
Founder: Divine Inheritance
Followers: Veneration, Orders
Enhancer: Mendicancy
Not sure why he enhanced with Orders and Mendicancy. Getting more faith to make the most use out of Veneration?

Chinese Taoism - founded turn 104 - enhanced turn 204 - reformed turn 186

Pantheon: Ancestor Worship
Founder: Theocratic Rule
Followers: Stupas, Creativity
Enhancer: Abode of Peace
Reformation: To the Glory of God
AIs really like Stupas for some reason. Theocratic Rule is the standard pick for the Chinese. Abode of Peace is perhaps she ran out of choices?

German Protestantism - founded turn 106 - enhanced turn 202 - reformed turn 164
Pantheon: Tutelary Gods
Founder: Way of the Pilgrim
Followers: Asceticism, Thrift
Enhancer: Prophecy
Reformation: Faith of the Masses
Weird religion. Germany never gets that much faith to utilize both Way of the Pilgrim/Prophecy AND Faith of the Masses. Maybe he was taking it for the happiness?

Incan Catholicism - founded turn 106 - enhanced turn 184 - reformed turn 179
Pantheon: God of the Expanse
Founder: Apostolic Tradition
Followers: Churches, Scholarship
Enhancer: Sacred Calendar
Reformation: Defender of the Faith
Overall a good religion except for Churches.

Arabian Islam - founded turn 108 - enhanced turn 154 - reformed turn 195

Pantheon: God of Commerce
Founder: Hero Worship
Followers: Cooperation, Mastery
Enhancer: Orthodoxy
Reformation: Divine Teachings
Bazaars helped him enhance way earlier than the others (except India). Orthodoxy is an interesting choice to combat the pressure from India and maybe even purge Hinduism from him. Maybe it's not so easy in this version since AIs ARE using Inquisitors. Hero Worship probably made him more aggressive as seen in the recent wars.

Important history
  • France never managed to found more cities. The Inca settled Vilcabamba behind him, declared war twice on him and was victorious on about turn 200.
    Spoiler Screenshot :
    upload_2020-7-2_0-0-48.png
  • Germany and Egypt denounced each other and had a few skirmishes, but neither had progress. Bratislava was sacked by barbarians and liberated by Germany.
    Spoiler Screenshot :
    upload_2020-7-2_0-3-31.png
  • Vijayanagara revolted against India, and Arabia puppeted the city for faith, GAP and admiral points, to their delight. They were never at war with each other though.
    Spoiler Screenshot :
    upload_2020-7-2_0-6-58.png
  • The Aztecs tried to attack the forward-settling Chinese, but couldn't push through the forest between them, with only 2 former-Jaguars alive. They then tried to push from the island to the north towards Chengdu, but was stopped by the strong city bombardment and rough terrain. It's been a stalemate.
    Spoiler Screenshots :
    upload_2020-7-2_0-12-16.png

    [*]
    upload_2020-7-2_0-12-29.png
  • Arabia did settle north for the Lapis Lazuli monopoly. They're currently at war with China, but stopped by a barrage of Chu-Ko-Nu. At least they've made more progress than the Aztecs...
    Spoiler Screenshot :
    upload_2020-7-2_0-15-8.png

The world as of Turn 230
upload_2020-7-2_0-20-3.png
 
~100 turns later... (Turn 331)

The world is about the same, except with almost all land occupied and fewer city states having independence.
epM87Dv.png


Leaderboard

3M60hGq.png

*corporations not counted as wonder

Policies
We get a majority of Rationalism, as expected from playing the latest versions.

Religions
It's pretty stable by now, but there's still an Arabian great prophet moving around. AIs use inquisitors sparingly in this version, which helps prevent owned religion from being purged like in the previous version.

Spoiler Religion Map :
dUdpHvj.png
g2TSxDT.png



Important History
  • Germany had a couple more wars with Egypt and the Inca, which caused Bratislava to lose most of their land, Belgrade to fall to Egypt, and Brussels to fall to Germany.
  • Not much conflict happened on the other side, except a bunch of citadels planted at the Chinese-Aztec border.
  • China became a voluntary vassal of the Inca for unknown reasons.
  • The world kind of formed blocs - Inca/Egypt/China, Arabia/India/Aztecs, and Germany on his own. India is obviously not willing to offend anyone though. Not until he builds the Manhattan Project anyway.
Spoiler Screenshots of the World :

Oyw5yxN.png

Egypt

7vTTo0h.png

South Germany

V6Aa9tc.png

East Inca

KDb4R9C.png

West Inca and North Germany

aoR6KAu.png

Mainland Aztecs

9a9CkQ3.png

Mainland China

JLNRcex.png

Hangzhou Peninsula, Offshore China and Aztecs

3v5NsfV.png

Mainland India

MuJWrhn.png

Mainland Arabia

w6InKOX.png

The Isle of Khurasan


Notes
  • India and Arabia had no reason to settle Bangalore (no revealed strategics) and Anjar (2 iron). They're impossible to defend and will be conquered once they're at war with the Inca.
  • AIs have colonists and pioneers sitting in their cities despite there being no habitable settle spot left. They will likely still be there until game end or being captured.
  • 2 idle fishing boats at Bangalore for some reason.
 
Did Germany/Egypt already grab ideology wonders for their +1 policy, or are they going to jump ahead even further when they do that? It's nice to see a 2.5 civ race for the lead. I'm rooting for Inca grabbing Autocracy and attacking Germany/Egypt but barring him taking their capitals I assume he won't actually catch up to win. Authority AI seems to fail so often that I'm glad Inca is making a go of it.
 
They both have ideology wonders built. I guess Egypt will go straight for CV, but can't win because Germany has passed World Ideology: Order and he gets permanent Dissidents.
 
Awesome photojournal! Very detailed and a fun read.

How do you do AI-only games though? I've been trying to figure that out for quite a while ^^;
 
The year is 1985 AD (turn 405) and we have a winner!

Spoiler WINNER :
Germany - Science Victory


World map (basically the same)
d6mro7p.png


Leaderboard
kwdAirX.png

* corporations not counted as wonder

Ideologies
Freedom/Order still make up the majority, or in this case, 100%. Another possible cause of the overall peaceful times?

Religions
India reformed with the help of a prophet or two at turn 356, picking Sacred Sites. Didn't help them much at the end.

The other AIs have completely given up on maintaining their religions, including the founders.

Spoiler Religion Map :

jO2BdRW.png

Pg36pVv.png


Corporations
  • Germany - Centaurus Extractors
  • The Inca - Trader Sid's
  • China - TwoKay Foods
  • Egypt - Civilized Jewelers
  • Arabia - Giorgio Armeier
World Congress
  • Sanctions placed on: Germany, Egypt, The Inca
  • Banned luxuries: Cinnamon (CS lux), Porcelain (CS lux), Lapis Lazuli (Arabia monopoly), Coral (Germany monopoly)
  • Sphere of Influence: Lhasa (for Germany)
  • Casus Belli
  • Spaceflight Regulations
  • Travel Ban
  • Scholars in Residence
  • Historical Landmarks
Important History
  • With Order, Germany blitzed through the later techs and secured both CERN and Hobble with exceptional production.
  • The Inca declared war on Germany (or vice versa, there's no way to know as observer). Brussels traded hands several times and ended up being liberated by the Inca. German Panzers, Modern Armors and GDRs were useless as the only land tile linking Brussels and Incan lands was a mountain. Germany sent a whole bunch of XCOMs to pillage Chinese tiles, but they didn't do much otherwise. China conquered Melbourne at the end. Germany "lost" the war with 40+ warscore thanks to losing Brussels multiple times, but they "won" more wars against Brussels to get free handicap yields (253:c5food::c5production::c5gold::c5goldenage::c5culture::c5science:).
  • The Aztecs started a war with Germany with a 40+ starting warscore (bug reported on Github), and swiftly lost his island city.
  • Egypt raced for SV, and could barely build the second spaceship part before Germany won the game.
  • No other war happened, but one could've started soon after with Gandhi getting his hands on nukes ~10 turns ago.
Spoiler Timelapse :

WYbJsQB.gif

Spoiler Tech Graph :
cGou7Tu.png


Notes
  • The settling phase is very important; an AI that fails to settle its land is doomed to fail.
  • Germany started the war with 2 carriers carrying 3 atomic bombs each. Some turns later all the nukes were nowhere to be found and there was no sign of nuclear damage, so it can be assumed they both sank. AIs tend to attack with carriers instead of protecting them.
  • Also regarding carriers, AIs don't build more carriers later on despite they still being vital in naval warfare.
  • The plane glitch is affecting AIs as well. Instead of the usual 2 planes per city, many AI cities have only 1 plane in it. Not sure if the planes just disappeared or were moved to another city. If the former, maybe it was causing the lack of war lategame?
  • Lategame ships are still too strong. Land units (especially melee) are hardly used for cross-continent wars (which are often the only kind of war) lategame, both because amphibious assault is extremely difficult with all the planes and artillery murdering everything on land, and because ships are just better at capturing cities with 100+ CS.
  • Sanctions are often passed against the runaways, which is a good thing.
  • Resolutions that slow down victory conditions are most likely to be passed.
  • Casus Belli/Global Peace Accords don't seem to affect war amounts that much.

I'll try to mod lategame units and city CS for my next AI game. Stay tuned!
 
Before I post the next game, I'm using this post to describe the mods I made for this.

------------------------------------
-- Logistics Skirmishers
------------------------------------

  • Skirmisher Doctrine now "+40% Combat Strength when defending against all Ranged Attacks. -50% Experience gained from combat. May attack twice."
  • All Mounted Ranged units get Skirmisher Doctrine (including Light Tank and Helicopter Gunship).
  • All Mounted Ranged units have 4 movement points, except Helicopter Gunship, which has 6.
  • Mounted Ranged units lose access to the Logistics promotion.
  • Chariot Archer and War Chariot has the Beam Axle promotion (Rough Terrain (Forest, Jungle, Marsh, Hills) costs an additional movement point to cross.) (Thanks PAD for the name and implementation)
  • Mongolian UA now "Mounted Ranged Units gain +1 Movement and gain Experience Normally. +100% Tribute Yields from City-State bullying. Ignores Alliance and Protection penalties when bullying."
  • CS changes:
    • Chariot Archer - 8 :c5strength: 8 :c5rangedstrength:
    • War Chariot - 9 :c5strength: 8 :c5rangedstrength:
    • Skirmisher - 11 :c5strength: 10 :c5rangedstrength:
    • Horse Archer - 12 :c5strength: 11 :c5rangedstrength:
    • Heavy Skirmisher - 15 :c5strength: 13 :c5rangedstrength:
    • Camel Archer - 17 :c5strength: 14 :c5rangedstrength:
    • Cuirassier - 23 :c5strength: 19 :c5rangedstrength:
    • Naga-Malla - 27 :c5strength: 22 :c5rangedstrength:
    • Hussar - 25 :c5strength: 20 :c5rangedstrength:
    • Cavalry - 36 :c5strength: 30 :c5rangedstrength:
    • Berber Cavalry - 37 :c5strength: 31 :c5rangedstrength:
    • Comanche Rider - 37 :c5strength: 31 :c5rangedstrength:
    • Cossack - 38 :c5strength: 33 :c5rangedstrength:
    • Light Tank - 52 :c5strength: 38 :c5rangedstrength:
    • Helicopter Gunship - 71 :c5strength: 53 :c5rangedstrength:
-----------------------------------------------
-- Enhanced Naval Warfare for VP
-----------------------------------------------

Created by @Infixo / @Asterix Rage, modified by me

Melee ship changes
  • Dreadnought promotion renamed Hull Upgrade to avoid confusion with the Dreadnought ship
  • Avoid having more advanced units before researching an older one
    • Destroyer moved to Replaceable Parts from Combustion
    • Advanced Destroyer moved to Particle Physics from Nanotechnology
  • All melee ships lose the 33% bonus against cities
  • Fixed Anti-submarine promotions so melee ships don't get double the stated bonus when attacking submarines
    • Bonus vs Submarines (33): +33% CS when attacking or defending against submarines (given to Destroyer)
    • Bonus vs Submarines (75): +75% CS when attacking or defending against submarines (given to Modern Destroyer and above)
    • Both promotions are now effective against Attack Submarine
  • Ironclad production cost down to 800 (from 900)
  • Stats
    • Ironclad - 50 :c5strength: 5 :c5moves: 5 Air Strike Defense
    • Destroyer - 60 :c5strength: 5 :c5moves: 20 Air Strike Defense
    • Modern Destroyer - 70 :c5strength: 6 :c5moves: 30 Air Strike Defense 2 Intercept Range 25% Intercept Chance
    • Missile Destroyer - 80 :c5strength: 6 :c5moves: 35 Air Strike Defense 3 Intercept Range 50% Intercept Chance
    • Advanced Destroyer - 90 :c5strength: 6 :c5moves: 50 Air Strike Defense 4 Intercept Range 75% Intercept Chance
Ranged ship changes
  • Battleship and above get a new promotion Heavy Fire
    • +50% Combat Strength when attacking Naval Melee Units
  • Missile Cruiser loses the ability to see submarines, Armor Plating I and Logistics
  • Cruiser production cost down to 800 (from 900)
  • Stats
    • Cruiser - 55 :c5strength: 50 :c5rangedstrength: 4 :c5moves: 5 Air Strike Defense
    • Dreadnought - 70 :c5strength: 58 :c5rangedstrength: 4 :c5moves: 15 Air Strike Defense
    • Battleship - 80 :c5strength: 66 :c5rangedstrength: 5 :c5moves: 20 Air Strike Defense
    • Missile Cruiser - 100 :c5strength: 80 :c5rangedstrength: 6 :c5moves: 25 Air Strike Defense
Submarine changes
  • Nuclear Submarine loses Withdraw Before Melee
  • Stats
    • Submarine - 40 :c5strength: 70 :c5rangedstrength: 5 :c5moves: 5 Air Strike Defense
    • Attack Submarine - 52 :c5strength: 82 :c5rangedstrength: 5 :c5moves: 10 Air Strike Defense
    • Nuclear Submarine - 67 :c5strength: 98 :c5rangedstrength: 6 :c5moves: 15 Air Strike Defense
Carrier changes
  • Supercarrier gets Air Supremacy I to match Carrier
  • Stats
    • Carrier - 70 :c5strength: 30 :c5rangedstrength: 5 :c5moves: 40 Air Strike Defense 4 Intercept Range 25% Intercept Chance
    • Supercarrier - 120 :c5strength: 60 :c5rangedstrength: 6 :c5moves: 50 Air Strike Defense 5 Intercept Range 75% Intercept Chance
Miscellaneous
  • Turtle Ship unit class fixed - now it's properly a Caravel
---------------------------------------------------
-- War Rebalance (misc. war mods by me)
---------------------------------------------------

  • Arsenal and Ostrog now +13 CS (down from 20)
  • Military Base now +18 CS (down from 25)
  • All City Ranged Strike bonus halved (to counteract the current doubled glitch)
  • Logistics now requires Barrage III instead of Infiltrators, and Indomitable instead of Targeting III
  • For siege units, Firing Doctrine now requires Field III instead of Siege III
  • For siege units, Range and Indirect Fire now gated behind Siege III only
  • Field II loses access to the Volley promotion
  • Ship of the Line gets Splash II for free instead of Indomitable
--------------------------------------------------------------------
-- Temp fix for Foreign Service and Commerce Raiders
--------------------------------------------------------------------

  • Foreign Service now grants 2 of each Strategic Resource
  • Commerce Raiders now grants 6 Oil and 6 Coal
 
Last edited:
New game with the latest DLL, same settings as before, let's go!

I forgot to set number of Policy/Tech/Production considerations to 1, so there should be more random variations of AI choices this game.
I also forgot to remove the extra AI starting Warrior, so Player 1 starts with one fewer Warrior than the others.

Spoiler Player starts :

Rome
FXPAJYh.png

Jade monopoly, extremely low food.

Ethiopia
K0OvjlM.png

Isolated start with 1 City State, Silver monopoly. Triremes can get through the rift to meet other civs with +1 sight.

The Shoshone
Qg01q3R.png

Has a large island (mostly tundra) to themselves, Salt monopoly. Land is great for Encampments.

Arabia
3Qbfb4e.png

High food flood plains start, Copper monopoly. Very close to Denmark to the north.

The Aztecs
eYkczL6.png

Cinnamon monopoly, low production start. Controls the only passage to Shoshone land to the southeast, at least until Astronomy.

America
dXAGI2l.png

Truffles monopoly that spreads far apart. Rich in early Strategics.

Sweden
HhacEeo.png

Lapis Lazuli monopoly, mountainous terrain.

Denmark
8xQHmEq.png

Gold monopoly, large amounts of strategics to the southeast, but has to compete with Arabia for them.

The Barbaric Isles (taken on Turn 112)
1spZUI6.png

Only barbarians live here. Blocked off by oceans.

Southern Islands (taken on Turn 112)
NbZftba.png

South of the continent with Arabia, Sweden and Denmark. Accessible through a narrow water passage from the north, so this land should be settled before the Barbaric Isles.
 
-----------------------------------------------
-- Enhanced Naval Warfare for VP
-----------------------------------------------

Created by @Infixo / @Asterix Rage, modified by me

Melee ship changes
  • Dreadnought promotion renamed Hull Upgrade to avoid confusion with the Dreadnought ship
  • Avoid having more advanced units before researching an older one
    • Destroyer moved to Replaceable Parts from Combustion
    • Advanced Destroyer moved to Particle Physics from Nanotechnology
  • All melee ships lose the 33% bonus against cities
  • Fixed Anti-submarine promotions so melee ships don't get double the stated bonus when attacking submarines
    • Bonus vs Submarines (33): +33% CS when attacking or defending against submarines (given to Destroyer)
    • Bonus vs Submarines (75): +75% CS when attacking or defending against submarines (given to Modern Destroyer and above)
  • Ironclad production cost down to 800 (from 900)
  • Stats
    • Ironclad - 50 :c5strength: 5 :c5moves: 5 Air Strike Defense
    • Destroyer - 60 :c5strength: 5 :c5moves: 20 Air Strike Defense
    • Modern Destroyer - 70 :c5strength: 6 :c5moves: 30 Air Strike Defense 2 Intercept Range 25% Intercept Chance
    • Missile Destroyer - 80 :c5strength: 6 :c5moves: 35 Air Strike Defense 3 Intercept Range 50% Intercept Chance
    • Advanced Destroyer - 90 :c5strength: 6 :c5moves: 50 Air Strike Defense 4 Intercept Range 75% Intercept Chance
Ranged ship changes
  • Battleship and above get a new promotion Heavy Fire
    • +50% Combat Strength when attacking Naval Melee Units
  • Missile Cruiser loses the ability to see submarines, Armor Plating I and Logistics
  • Cruiser production cost down to 800 (from 900)
  • Stats
    • Cruiser - 55 :c5strength: 50 :c5rangedstrength: 4 :c5moves: 5 Air Strike Defense
    • Dreadnought - 70 :c5strength: 58 :c5rangedstrength: 4 :c5moves: 15 Air Strike Defense
    • Battleship - 80 :c5strength: 66 :c5rangedstrength: 5 :c5moves: 20 Air Strike Defense
    • Missile Cruiser - 100 :c5strength: 80 :c5rangedstrength: 6 :c5moves: 25 Air Strike Defense
Submarine changes
  • Nuclear Submarine loses Withdraw Before Melee
  • Stats
    • Submarine - 40 :c5strength: 70 :c5rangedstrength: 5 :c5moves: 5 Air Strike Defense
    • Attack Submarine - 52 :c5strength: 82 :c5rangedstrength: 5 :c5moves: 10 Air Strike Defense
    • Nuclear Submarine - 67 :c5strength: 98 :c5rangedstrength: 6 :c5moves: 15 Air Strike Defense
Carrier changes
  • Supercarrier gets Air Supremacy I to match Carrier
  • Stats
    • Carrier - 70 :c5strength: 30 :c5rangedstrength: 5 :c5moves: 40 Air Strike Defense 4 Intercept Range 25% Intercept Chance
    • Supercarrier - 120 :c5strength: 60 :c5rangedstrength: 6 :c5moves: 50 Air Strike Defense 5 Intercept Range 75% Intercept Chance
Miscellaneous
  • Turtle Ship unit class fixed - now it's properly a Caravel
There are lots of good ideas in there.

Fixed Anti-submarine promotions so melee ships don't get double the stated bonus when attacking submarines
  • Bonus vs Submarines (33): +33% CS when attacking or defending against submarines (given to Destroyer)
  • Bonus vs Submarines (75): +75% CS when attacking or defending against submarines (given to Modern Destroyer and above)
Doesn't it already fixed? Bonus vs Submarines (33) is supposed to be lost with upgrade.

Avoid having more advanced units before researching an older one
  • Destroyer moved to Replaceable Parts from Combustion
  • Advanced Destroyer moved to Particle Physics from Nanotechnology
You probably right.
 
Doesn't it already fixed? Bonus vs Submarines (33) is supposed to be lost with upgrade.
VP Bonus vs Submarine (33) is currently Modifier=33 and Attack=33 so it gets 66% attack bonus and 33% defense bonus. Similar with the 75 one.

Oh and I forgot I also make that bonus apply to Attack Submarine. Your mod currently doesn't do that.
 
All religions have been founded, so here's a recap (currently Turn 112):

World Map
TTXDOHO.png

There seems to be little land at first glance, but there's actually plenty of space to settle, especially after Astronomy.

Leaderboard (early game edition)
IH8hYUm.png

An overall tie between the top 6 civs, with the Aztecs and Rome lagging behind.

Wonder race
  • Stonehenge was built surprisingly late, and Pyramids very early. But it's the Shoshone with a whole island of ruins to themselves...
  • The Shoshone also surprised everyone by completing both Mathematics wonders back to back. And it wasn't the era handicap bonus helping.
  • Ethiopia was grabbing the upper wonders, and is having a high chance of getting Parthenon and Oracle too.
Religion
  • The Aztecs got the first pantheon with the help of Jaguars, but picked Tutelary Gods and nearly missed a religion. Still better than last time though.
  • Denmark has 5 fishing boats, 1 atoll and 4 coastal cities. Apparently that was good enough to found right after Ethiopia?
  • America picking Expanse is weird. Buying tiles doesn't count, and they weren't going Tradition.
  • Interestingly, none of the holy cities are capitals.
Social Policies
  • Since it's King difficulty and I forgot to make the AI smarter, they randomly pick from what they consider the best 2 policies, which might be the reason of Ethiopia, Denmark and Sweden picking Progress.
  • Both Rome and the Aztecs went down the right side of Authority first.
Settler race
  • Rome insisted on working 2 1:c5food:2:c5production: tiles at 2 pop and stagnated for a long time until his first grassland farm. He lost quite some time in the settler race. He's still starving the 5 pop Rome (the city) right now.
  • Others have no troubles churning out settlers early, except the Aztecs who preferred Jaguars over Settlers.
Wars
  • Remember the excellent source of early strategic resources between Denmark and Arabia? The latter settled Medina over it, but Denmark took the wall-less city easily. Now they have enough Iron for a future Berserker rush. They had no way to break through a 24:c5strength:23:c5rangedstrength: Mecca though, so they made peace.
  • Monty targeted the also wall-less Boston, but their economic management was so terrible (see next point) they couldn't make it through.
  • The Aztecs kept disbanding their Jaguars in favour of Horsemen and Chariot Archers when gold is low instead of going for war with the Americans. With a forest/jungle between them. He then built them again after getting some positive GPT while finally declaring war. What a waste of production...
Other notes
  • Due to the interesting map layout (the tropical area is mainly water), there is very little oil in the world. I'm interested to see if the AIs will settle aggressively or fight each other for oil.
  • Sweden and Denmark, Rome and the Aztecs are 2 pairs of friends.
  • Sweden starved his second city working high production tiles over useless 2:c5food: tiles. That could actually be optimal, but I don't think a human would settle there in the first place.
Spoiler Screenshot :
C7lB4sW.png

  • Ethiopia worked a 1:c5gold: desert silver tile in his second city, instead of grabbing the 3:c5food: farm that his capital wasn't working.
Spoiler Screenshot :
E1iXTri.png

  • Barbarians sacked Yerevan... and somehow had a War Elephant?
Spoiler Screenshot :
t8CJERF.png

  • According to the city screen, barbarians seem to be extremely undersupply and unhappy. They also can't work the water tiles? That could explain why barbarian cities always starve.
  • The AIs really don't like the Creativity belief. It was almost always rated the lowest.
Other Screenshots
Spoiler Screenshot :
CvPHkzi.png

The ongoing war

q8oAdyy.png

The vast Shoshone lands

WHwKcYD.png

The former battlefield

fo1P5mz.png

The mountainous Sweden. Basically non-invadeable from the east.

qv1mytU.png

Ethiopia is stuck with 5 cities until they figure a way out.

Py1jAoh.png

The starving Rome
 
Your mod currently doesn't do that.
Not my mod. @Infixo is the only author of ENW.
I just do my best to maintain ENW at its best.

Do you mind to upload this azum4rollist version of it ?
And why didn't you never suggest things on ENW thread?
 
Last edited:
Here's the modded modmod.
 

Attachments

Since the June version is broken in many ways, I'm giving up the game, and with that the detailed update of the next ~100 turns.

Brief recollection of what happened next:
  • Te-Moak, the Shoshone Holy City, revolted and became the independent state of Bratislava. The founder status went with it, and since City States can't create missionaries or prophets, Protestantism was gradually replaced by the aggressively-spreading Buddhism.
  • The Aztec-American war never went anywhere.
  • Arabia capitulated to Denmark after losing every city but one to them.
 
Mods for my next game (difference from previous game bolded):

VP 8-23-3 version

------------------------------------
-- Logistics Skirmishers
------------------------------------

  • Skirmisher Doctrine now "+40% Combat Strength when defending against all Ranged Attacks. -50% Experience gained from combat. May attack twice."
  • All Mounted Ranged units get Skirmisher Doctrine (including Light Tank and Helicopter Gunship).
  • All Mounted Ranged units have 4 movement points, except Helicopter Gunship, which has 6.
  • Mounted Ranged units lose access to the Logistics promotion.
  • Chariot Archer and War Chariot has the Beam Axle promotion (Rough Terrain (Forest, Jungle, Marsh, Hills) costs an additional movement point to cross.) (Thanks PAD for the name and implementation)
  • Mongolian UA now "Mounted Ranged Units gain +1 Movement and gain Experience Normally. +100% Tribute Yields from City-State bullying. Ignores Alliance and Protection penalties when bullying."
  • CS changes:
    • Chariot Archer - 8 :c5strength: 8 :c5rangedstrength:
    • War Chariot - 9 :c5strength: 8 :c5rangedstrength:
    • Skirmisher - 11 :c5strength: 10 :c5rangedstrength:
    • Horse Archer - 12 :c5strength: 11 :c5rangedstrength:
    • Heavy Skirmisher - 15 :c5strength: 13 :c5rangedstrength:
    • Camel Archer - 17 :c5strength: 14 :c5rangedstrength:
    • Cuirassier - 23 :c5strength: 19 :c5rangedstrength:
    • Naga-Malla - 27 :c5strength: 22 :c5rangedstrength:
    • Hussar - 25 :c5strength: 20 :c5rangedstrength:
    • Cavalry - 36 :c5strength: 30 :c5rangedstrength:
    • Berber Cavalry - 37 :c5strength: 31 :c5rangedstrength:
    • Comanche Rider - 37 :c5strength: 31 :c5rangedstrength:
    • Cossack - 38 :c5strength: 33 :c5rangedstrength:
    • Light Tank - 52 :c5strength: 38 :c5rangedstrength:
    • Helicopter Gunship - 71 :c5strength: 53 :c5rangedstrength:
-----------------------------------------------
-- Enhanced Naval Warfare for VP
-----------------------------------------------

Created by @Infixo / @Asterix Rage, modified by me

Melee ship changes
  • Dreadnought promotion renamed Hull Upgrade to avoid confusion with the Dreadnought ship
  • Avoid having more advanced units before researching an older one
    • Destroyer moved to Replaceable Parts from Combustion
    • Advanced Destroyer moved to Particle Physics from Nanotechnology
  • All melee ships lose the 33% bonus against cities
  • Fixed Anti-submarine promotions so melee ships don't get double the stated bonus when attacking submarines
    • Bonus vs Submarines (33): +33% CS when attacking or defending against submarines (given to Destroyer)
    • Bonus vs Submarines (75): +75% CS when attacking or defending against submarines (given to Modern Destroyer and above)
    • Both promotions are now effective against Attack Submarine
    • Note that this reverts the anti-submarine promotion change made for this VP version
  • Can See Submarine promotion now requires either Hull Upgrade I or Boarding Party I, but Advanced Destroyers start with it
  • Ironclad production cost down to 800 (from 900)
  • Stats
    • Ironclad - 50 :c5strength: 5 :c5moves: 5 Air Strike Defense
    • Destroyer - 60 :c5strength: 5 :c5moves: 20 Air Strike Defense
    • Modern Destroyer - 70 :c5strength: 6 :c5moves: 30 Air Strike Defense 2 Intercept Range 25% Intercept Chance
    • Missile Destroyer - 80 :c5strength: 6 :c5moves: 35 Air Strike Defense 3 Intercept Range 50% Intercept Chance
    • Advanced Destroyer - 90 :c5strength: 6 :c5moves: 50 Air Strike Defense 4 Intercept Range 75% Intercept Chance
Ranged ship changes
  • Battleship and above get a new promotion Heavy Fire
    • +50% Combat Strength when attacking Naval Melee Units
  • Missile Cruiser loses the ability to see submarines, Armor Plating I and Logistics
  • Cruiser production cost down to 800 (from 900)
  • Stats
    • Cruiser - 55 :c5strength: 50 :c5rangedstrength: 4 :c5moves: 5 Air Strike Defense
    • Dreadnought - 70 :c5strength: 58 :c5rangedstrength: 4 :c5moves: 15 Air Strike Defense
    • Battleship - 80 :c5strength: 66 :c5rangedstrength: 5 :c5moves: 20 Air Strike Defense
    • Missile Cruiser - 100 :c5strength: 80 :c5rangedstrength: 6 :c5moves: 25 Air Strike Defense
Submarine changes
  • Nuclear Submarine loses Withdraw Before Melee
  • Stats
    • Submarine - 40 :c5strength: 70 :c5rangedstrength: 5 :c5moves: 5 Air Strike Defense
    • Attack Submarine - 52 :c5strength: 82 :c5rangedstrength: 5 :c5moves: 10 Air Strike Defense
    • Nuclear Submarine - 67 :c5strength: 98 :c5rangedstrength: 6 :c5moves: 15 Air Strike Defense
Carrier changes
  • Supercarrier gets Air Supremacy I to match Carrier
  • Stats
    • Carrier - 70 :c5strength: 30 :c5rangedstrength: 5 :c5moves: 40 Air Strike Defense 4 Intercept Range 25% Intercept Chance
    • Supercarrier - 120 :c5strength: 60 :c5rangedstrength: 6 :c5moves: 50 Air Strike Defense 5 Intercept Range 75% Intercept Chance
Miscellaneous
  • Turtle Ship unit class fixed - now it's properly a Caravel
---------------------------------------------------
-- War Rebalance (misc. war mods by me)
---------------------------------------------------

  • Arsenal and Ostrog now +13 CS (down from 20)
  • Military Base now +18 CS (down from 25)
  • All City Ranged Strike bonus halved (to counteract the current doubled glitch) (fixed)
  • Logistics now requires Barrage III instead of Infiltrators, and Indomitable instead of Targeting III
  • For siege units, Infiltrators now requires Field III instead of Siege III (not sure why it was switched to Siege III this patch)
  • For siege units, Range and Indirect Fire now gated behind Siege III only
  • Field II loses access to the Volley promotion
  • Ship of the Line gets Splash II for free instead of Indomitable
  • Iklwa loses the (actually 1 in the mod) spotting XP bonus
--------------------------------------------------------------------
-- Temp fix for Foreign Service and Commerce Raiders
--------------------------------------------------------------------

  • Foreign Service now grants 2 of each Strategic Resource
  • Commerce Raiders now grants 6 Oil and 6 Coal
 
Last edited:
Back
Top Bottom