Tribe and Tribalism and AI

kilem

Chieftain
Joined
Apr 27, 2014
Messages
55
Hello everyone,

First of all Thank YOU for this awesome mod; in my opinion this mod captures the quintessence of Civilization and expands it a 1000 fold - making it THE best Civ experience there is. My sincere thanks to any person that contributed to this fantastic mod, and thus providing me with these endless hours of pleasure.

Now here is my question; I'm playing at Monarch difficulty with Snail speed if I'm not mistaken (6000 turns) with a beginning in the Prehistoric Era.
I always seem to be able to have a better score than the other Civs and even though they research Tribalism before I do (I know this thanks to espionnage) they don't seem to be eager to rush out tribes; I already have 3 Cities while the other Civs still have one. So my question: Is it supposed to be like this or should I increase the difficulty? do they catch up later?

Also they don't seem to be utilizing the invisible units as far as I can tell; In order to keep the balance should I avoid using them so that I don't abuse them?

Many thanks once again and I'm always eager to play the next game version !!

Cheers from Tunisia
 
Barbarians roaming around might explain why they don't expand that quickly. Personally I feel you can very well play at a higher difficulty. :)

They do use invisible units (like ambushers or stalkers) and often kill worker units, at least in my games.
 
Thank you for the answer KaTiON_Pt. All right I will try playing at a higher difficulty then :D
Would you know if there is there a way to change it midgame?
 
Yeah, go into the BUG settings and choose the one with increasing difficulty and set the steps to 1 turn. When you reach the desired difficulty simply disable it again.
 
Thank you; I'll keep that in mind for my next play (for this one increasing the difficulty seems to have done the trick)
 
I have about half of a year experience with C2C mod now. I still never ventured out of Classical era. Some major save game breaking changes usually happen before I do this :) Because I really like to play on long game speeds - gives me a taste of an era.

I play usually on Monarch difficulty. I like it when my game offers only marginal challenge, but many opportunities to "build it all".

I've turned off Barbarian world option only in my most recent game. Along with Neanderthal cities and Revolutions options. In my experience, Barbarian world does not influence how fast AI settles out. I've had only single game before v38, when AI was obviously broken and didn't even build Tribes. After v38 AI settles out pretty fast. Not all NPC civs, but majority of them. Those who don't settle out seem to be involved in war with each other.

I found that Barbarian world give me, a player, a huge advantage. I harvest Barbarians and Neanderthals for :hammers:. I get many captives, both military and civilian. And I use them to speed up production in cities. Also, I have a stock of Neanderthal captives to build all available slavery related buildings immediately after new city is founded. So I quickly outpace AI in development.

Without many Barbarians and Neanderthals to capture, I have more challenge. Not all my cities even have Slavery related buildings now.

And Revolutions options just didn't work for me. I did see increase in revolt sentiment occasionally. Like after civic change, or new religion founded in a city with state religion. But it never actually went into revolt. And possibly gave me CTDs. And devs say that AI can't manage it properly and get's hampered by it. So I turned it off.
 
Thank you for the feedback DC0 ; on my next game I'll try to disable Revolutions. The name always appealed to me, but if the AI gets hampered by it then I'm better off without it.
Cheers!
 
Revolution is a several year old "spaghetti" mega code that has not been further developed by the C2C team or properly adapted to other C2C content and mechanics.
It is a curiosity, but generally not recommended when playing C2C.

I might look into working on the python code of revolutions one day, but I have other priorities right now.
 
The main difficulty with Revolutions is that it is split between the dll and Python making it harder to fix. The only reason we included it in the first place was because we had no dll programmer but needed the functionality that allowed many people to work on the mod. Without it we would have been stuck with only one person updating the code.
 
Isn't there a way in the .ini file to alter the effect of Revolutions on AI and the player? You can basically nerf it for the AI while increasing it for the human?
 
It would be grand if that is possible. Making revolutions something that only affects the player would keep the AI much stronger.
 
As far as I can see there are two possible parameters in Revolution.INI that affect the human players. There doesn't seem to be any to reduce the effect AI players. Not sure what they do.
Code:
# Multiplier used to alter RevIdx changes for Human Players
# Default: 1.0

HumanIndexModifier = 1.0

# Offset used to alter RevIdx changes for Human Players
# Default: 0.0

HumanIndexOffset = 0.0
 
If you lowered the "Default" to 0.5. and increased the Humanindex to 1.5?

Would that not mean the human had three times more difficult a ride?
 
If you lowered the "Default" to 0.5. and increased the Humanindex to 1.5?

Would that not mean the human had three times more difficult a ride?
the default you see in Dh's post is only a code comment regarding the HumanIndexModifier variable, no point in changing the comment, it won't have any effect on the game.
I would set the HumanIndexModifier to 1.25, the impact might be bigger than expected.
 
Back
Top Bottom