I'm trying to make AI civilizations more competitive in late games, and convinced that the problems aren't due to AI but arbitary game setup that makes them mentally crippled.
The main goals to achieve are:
To achieve these, I'm going to try:
The main goals to achieve are:
- Continuous expansion by conquest - more cities mean more yields, thus in the later game there must be far less but much bigger civilizations to pose as real challenges. It also means no alliiance or friendship should be safe, since they can't share victory.
- Continunous development: AI must be building stuff and improving tile all the time, non-stop. Any production wasted is a turn lost for long-term race.
- Continunous military build-up
To achieve these, I'm going to try:
- AI agendas for all: Cyrus' surprise attack, Trajan's expansion policy, Chandragupta's hating neighbors
- No alliance, no friendship, declare war one turn after denounce
- Trade deals with enemies at war
- Production for buildings only, so AI must keep building
- Population per district is reduced to 2 from 3
- Gold and faith for units only. Reduce all unit cost to 1/5.
- No walls until steels
- No district projects until modern era, so AI wouldn't waste production on useless great people or short-term yield boost.
- Unlimited builder charges, auto road whenever improvement is built
- Faster unit movement, less terrain penalty
- Units heal every turn and after victory. Together with lack of walls, it should help stronger civs steamrolling weak ones.
- All strategic resources are consumables only and thus optional
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