Thunderbrd
C2C War Dog
Just to clarify:
Last night I did a runthrough and observed AI behavior in the early game. Immediately, they cripple themselves by building replacement brutes/wanderers/chasers whenever they fall down below the amount of hunter/explorers they expect to have. This puts them terribly behind on a lot of things by tribalism. At that point they build a settler but they seem to have to wait a very long time for contracted defense units to be built and join them - I think this is because of the backlog of buildings that have already been queued and because the settler, once waiting for a CONTRACTED unit to join it, is snooty and won't accept the available help of other defensive units on hand. (To the point that I'm considering some tweaks to see if it would work a bit better.)
Now... Alberts has already pointed out that the main issue causing trouble among options that we can see is (I can't remember if its Aggressive AI or Ruthless AI but one of those two turns the other on so I think it ends up being both of them.)
Traits would ONLY have a role in potentially adjusting the speed of building settlers or economic health that would trigger the settler to be built and to be valid to depart to a destination. Outside of that, the leader personality may make an impact - traits are NOT personalities, only modifiers. They do not cause leaders to make differing decisions directly, only by what they influence perhaps having an effect that changes the situation in which a decision is being made. Therefore the trait options probably have NOTHING to do with it except to give some a little better edge than others.
That's incorrect... it is instead BY DESIGN that there is not supposed to be a tech limit to religions on Divine Prophets and Choose Religions in combination. The ONLY limit there is intended very much to be a race to get the prophets and all religions will be in the game quite quickly on this setting.Then Modder tells player, "they don't work together."
Last night I did a runthrough and observed AI behavior in the early game. Immediately, they cripple themselves by building replacement brutes/wanderers/chasers whenever they fall down below the amount of hunter/explorers they expect to have. This puts them terribly behind on a lot of things by tribalism. At that point they build a settler but they seem to have to wait a very long time for contracted defense units to be built and join them - I think this is because of the backlog of buildings that have already been queued and because the settler, once waiting for a CONTRACTED unit to join it, is snooty and won't accept the available help of other defensive units on hand. (To the point that I'm considering some tweaks to see if it would work a bit better.)
Now... Alberts has already pointed out that the main issue causing trouble among options that we can see is (I can't remember if its Aggressive AI or Ruthless AI but one of those two turns the other on so I think it ends up being both of them.)
Traits would ONLY have a role in potentially adjusting the speed of building settlers or economic health that would trigger the settler to be built and to be valid to depart to a destination. Outside of that, the leader personality may make an impact - traits are NOT personalities, only modifiers. They do not cause leaders to make differing decisions directly, only by what they influence perhaps having an effect that changes the situation in which a decision is being made. Therefore the trait options probably have NOTHING to do with it except to give some a little better edge than others.