Japper007
Prince
Mind uploading the SQL to the Steam Workshop as a mod? I'm sure I could get the changes in eventually, but a lot of people are even less technically minded than I am.
Can you explain this a little more? Like, what was it before, what does it do exactly, does it help the human player too?
- This line has made the biggest impact to difficulty: UPDATE Units SET Cost = Cost*0.33 WHERE FormationClass <> 'FORMATION_CLASS_CIVILIAN';. Now, at Marathon game speed, you have tons of units on the map and an AI that is truly difficult to defeat. Each of my wars has waves of units to fight with real strategy at play and they keep building units during the war. Once you defeat the first wave they keep coming and taking cities is very hard as you never simply defeat their lone army like in the stock game. They still make some silly moves but they are far less detrimental to the AI's play since they have so many more units at their disposal which makes up for some of their poor choices.
It cuts down to 33% the cost of all non-civilian units.
I can only see that leading to infinite carpets of doom. I guess it would make the AI better in the sense that it's hard for any player to use tactics and strategy when wars become a slogfest.
Can you please help me understand how the code works?
Is the FORMATION_CLASS_CIVILIAN part what gets excluded from the cost reduction?
So if it were FORMATION_CLASS_MILITARY then all non military units would get the discount?
If we use simple mods to make all units much cheaper (something like 50% or 75% cheaper), will the AI build more of them? I figure if they have a bunch they'll still be some kind of a challenge?
LOL did you get a screenshot?
Mind uploading the SQL to the Steam Workshop as a mod? I'm sure I could get the changes in eventually, but a lot of people are even less technically minded than I am.
Please turn into a mod and upload! I love the changes you made. I already use Settlers retreat mod as that's a must. I like the idea of reducing eureka boost. And cheaper units might be good but I feel like ancient/classical unit costs are reasonable and it jumps too much starting in medieval. Doesn't cheaper units lead to AI going bankrupt though, as they tend to neglect / deprioritize commercial districts?
Can you explain this a little more? Like, what was it before, what does it do exactly, does it help the human player too?
Can you please help me understand how the code works?
Is the FORMATION_CLASS_CIVILIAN part what gets excluded from the cost reduction?
So if it were FORMATION_CLASS_MILITARY then all non military units would get the discount?
I just aborted a Huge/Marathon game where I tried a mod that cut all unit and improvement cost in half. By 0 AD, the entire map was filled with Warriors, Slingers and Scouts, and I mean literally _FILLED_. One of my auto-explore scouts was stuck, there was no available tiles to move him around. I declared on everyone to see if they would funnel all their units towards me, but they ran around like headless chickens and poked my defenses with some random ranged units.
Very disappointing results to say the least. Even with the largest army poossible, they still fail to pose a significant threat.
/* Technologies are more expensive in all eras. */
UPDATE Technologies SET Cost = Cost*2.0 WHERE EraType ='ERA_ANCIENT';
UPDATE Technologies SET Cost = Cost*2.0 WHERE EraType ='ERA_CLASSICAL';
UPDATE Technologies SET Cost = Cost*2.25 WHERE EraType ='ERA_MEDIEVAL';
UPDATE Technologies SET Cost = Cost*2.25 WHERE EraType ='ERA_RENAISSANCE';
UPDATE Technologies SET Cost = Cost*2.5 WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Technologies SET Cost = Cost*2.5 WHERE EraType ='ERA_MODERN';
UPDATE Technologies SET Cost = Cost*3.0 WHERE EraType ='ERA_ATOMIC';
UPDATE Technologies SET Cost = Cost*3.5 WHERE EraType ='ERA_INFORMATION';
/* Civics are 2.0x - 3.5x more expensive in all increasing costs per era. */
UPDATE Civics SET Cost = Cost*2.0 WHERE EraType ='ERA_ANCIENT';
UPDATE Civics SET Cost = Cost*2.0 WHERE EraType ='ERA_CLASSICAL';
UPDATE Civics SET Cost = Cost*2.5 WHERE EraType ='ERA_MEDIEVAL';
UPDATE Civics SET Cost = Cost*2.5 WHERE EraType ='ERA_RENAISSANCE';
UPDATE Civics SET Cost = Cost*3.0 WHERE EraType ='ERA_INDUSTRIAL';
UPDATE Civics SET Cost = Cost*3.0 WHERE EraType ='ERA_MODERN';
UPDATE Civics SET Cost = Cost*3.5 WHERE EraType ='ERA_ATOMIC';
UPDATE Civics SET Cost = Cost*3.5 WHERE EraType ='ERA_INFORMATION';
/* Reduce boost percentage to stop blasting through eras. */
UPDATE Boosts SET Boost = 25;
/* Reduce military unit costs */
UPDATE Units SET Cost = Cost*0.33 WHERE FormationClass <> 'FORMATION_CLASS_CIVILIAN';
/* Let the settlers retreat */
UPDATE Units SET CanRetreatWhenCaptured = 1 WHERE UnitType = 'UNIT_SETTLER';
DELETE FROM UnitCaptures WHERE CapturedUnitType = 'UNIT_SETTLER';
/* Kill some bad beelines */
INSERT INTO TechnologyPrereqs (Technology, PrereqTech) VALUES ('TECH_CARTOGRAPHY', 'TECH_MATHEMATICS');
/* Spread the civs out */
UPDATE GlobalParameters SET Value = 12 WHERE Name = 'START_DISTANCE_MAJOR_CIVILIZATION';
This looks a lot like the Civ5 Battle Royale, a nice carpet of units as SG8 AIs were prone to produce. Maybe a bit too early thoughNot sure if it was me you asked, but yep, I got this from a little earlier in the same game (using reveal all to unlock all the map for debugging purposes)
Spoiler screenshot :
Not sure if it was me you asked, but yep, I got this from a little earlier in the same game (using reveal all to unlock all the map for debugging purposes)
Spoiler screenshot :