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Weak Civ-AI Buffing Mod

Discussion in 'Civ5 - Modpacks' started by White Out, Jun 20, 2014.

  1. White Out

    White Out Prince

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    http://steamcommunity.com/sharedfiles/filedetails/?id=271978016

    This mod attempts to address shortcomings of civs in game where the Ai struggles immensely either because the UA is something the AI can't grasp or take advantage of, or, it has such a bad UA and lack of a UB (or a bad UB) that playing against them is so easy it's laughable.

    The end goal of this mod is to allow players to feel free to take a strong civ because no matter who the AI opponents are there should be a good challenge. Provided you are on a difficulty level that suits your skill that is!

    The changes:

    Venice: has been given a brand new promotion "Spirito di Ezio" LeeS helped me with. 50% bonus when they fight adjacent to their capital. 30% bonus when 2 tiles away, and, 10% bonus when 3 tiles from the capital. this should help them survive onslaughts from aggressive neighbours, and prevent their units from being offensive minded where I didn't want them to be. For those who say it doesn't match the civ, google the phrase "you may have the universe but leave me Italy". I think it nicely matches their struggle and defense of Venice from the Huns.

    America: loses cheaper border purchases. The Ai simply doesn't use this and it's pretty weak and lame. Lets be realistic. America now gets 20% faster great person generation. Free Great Engineer @ physics.

    Mongolia: have been given a significant culture bonus for killing units. 125% -- 25% more than what Aztecs got. The Aztecs have had their ua changed. Mongolia is so narrow minded that this culture boost should hopefully help a little.

    Aztecs: didn't need buffing, but with Mongolia taking their ability I wanted to create diversity. They've now been given 150% faith per kill which ties in nicely with Montys high religion flavour.

    Carthage: Still gets free harbours, and now 50% reduced naval maintenance cost. I decided to leave the UA passing through mountains in tact. With Dido's high naval flavour this will benefit Carthage nicely.

    Denmark: Here I incorporated Barathor's mod which introduces the Stave Church. Its production cost is reduced from 120 hammers to 100, and produces 1 happiness. The Church is a +1 gold instead of -2 maintenance. A nice little bonus where the Ski Infantry was incredibly weak. Then I turned my eyes to the Berserker's: they are now very offensive minded. They get a foreign lands bonus and bonus vs wounded enemies, and no defensive terrain bonus. Harold should be fun to play with and against now.

    Germany: Hanse is the same as it is but now available at Guilds. Barbarian bonus is gone, and they now have 50% lower maintenance for land units.

    Iroquois: Simple mod from Krajzen's; the longhouse is now +5 production and then all the extra production from trees. Makes this UB really shine. The AI seems to shine with this civ and now with a less useless UB that's all I felt needed to be done here.

    The Celts: Free great general at Iron Working. This was the civ that needed the least boosting, and I hope this does the trick. They have a nice UB and their UA gives them a religion.. well see how the AI handles this.

    The Netherlands: the luxury bonus is gone. A free Great Merchant spawns at Optics. Social Policies cost reduced by 20%. Seems to be not quite as powerful as Polands "Solidarity".... in concert with Poldars and the Great Merch hoping it's enough.

    Byzantium: Byzantium Palace now grants +3 faith. Free Great Prophet appears at Theology.

    Japan: I incorporated Homusubi's Japanese enhanced, with a minor change. The Dojo still gives +15% XP to Navy. Japan was a naval powerhouse in the 20th century and it seemed wrong to just totally take away from that. Dojo also gives +2 culture. I really like this mod and think it is a beautiful change to Japan. Big props to the author. Unlike Japan enhanced, Samurai remain at 21 strength.

    Sweden: with America getting a boost to great people this UA started to look very small considering that there's no UB for Sweden. Combined with a terrible start bias I decided to change their bonus to 20% per friend GP bonus, and in honour of Alfred Nobel (the inventor of dynamite) a free GS when dynamite researched. I've also increased the friendship willingness for Gustavus Adolphus to 8 from 6, on par with Gandhi. If his UA is based on how many friends he has, the AI should be willing to be friendly with people.

    Russia: Russia's Krepost now gives +1 science for every 4 citizens, where as the Library does 1 every 2. A small boost, but with Catherine's science flavours a fitting one.

    The Ottomans: All naval units now start with siege, giving them 50% bonus vs cities. Ties in nicely with their flavouring and current UA.

    Songhai: I didn't want to try and re-invent the wheel with them, but, given that the AI flavour for them is geared towards the economy, I gave them a bump of 1/3rd more trade routes.

    France: Napoleons culture flavour increased to 8 to match the UA. Military units receive a 10% bonus to XP needed to get promotions, where as Shaka and his Zulus get 25%. A minor bonus to their military but a nod to the high aggression flavour the French have in Civ 5.

    Not compatible with Expanded Civlopedia Entries (Brave New World)
    Not compatible with Japan Enhanced
    Not compatible with Krazjens buffs.
    Not compatible with Denmark Stave Church mod.


    Referenced: http://steamcommunity.com/sharedfiles/filedetails/?id=246591595 and http://steamcommunity.com/sharedfiles/filedetails/?id=153361573

    Version 2 Changes:

    -Sweden introduced into mod, with a 5% boost to their Great Person DOF to make it 15%, and, a free Great Person at Dynamite in honour of Alfred Nobel.
    -Russia introduced with a small addition; the Krepost now grants 1 Science for every 3 citizens.
    -Ottomans introduced with all naval units being granted Siege to help attack cities.
    -Songhai introduced and given 1/3rd more trade routes
    -France introduced and all land units given promotion "March"

    Version 3 Changes
    -Napoleons Wonder Flavour changed from 4 to 8

    Version 4 Changes
    -France's March Promotion removed. Replaced with 10% reduction in XP needed for promotions
    -Byzantium now has +3 faith per turn from Palace. Free Great Prophet now comes at Printing Press.
    -Russia'a Krepost has science reduced. +1 science per 4 pop, instead of 3. This makes it half as effective as a library.
    -Samurai strength reduced down to 21.
    -Netherlands social policy cost reduction change from 15 to 20%

    Version 5 Changes
    -Aztecs lose the slight culture bonus, 150% faith per kill should be enough
    -Updated Carthage text to reflect they get 50% discount on maintenance of their navy, not outright purchase or build
    -Theodora flavouring for religion upped from 7 to 9
    -To offer more historical realism, Theology will now grand a free Great Prophet for Byzantium, instead of the printing press.
    -Sweden's flavouring for willingness to be friends increased from 6 to 8, to aid their UA and the AI's ability to enjoy it.

    referenced mods:
    http://steamcommunity.com/sharedfiles/filedetails/?id=153361573 Japan Enhanced
    http://steamcommunity.com/sharedfiles/filedetails/?id=246591595 Krajzens buffs
    http://steamcommunity.com/sharedfiles/filedetails/?id=89422871 Stave Church mod

    Spent a few days on this and certainly there's going to be a few glitches somewhere either with text or how things balance. Would love some feedback but keep in my mind I'm not an expert at all, and this mod was made as if I was doing it just for me. I wanted it to be shared of course and I hope people like it and use it.
     
  2. glider1

    glider1 Deity

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    Like the concept of this mod, thanks. What do you think about civs that the AI plays satisfactorily, but are exploits for humans, thinking Polynesia for example where you can already begin trading with civs on another continent in the ancient age already while no other civ on your continent can.
     
  3. White Out

    White Out Prince

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    That's a definite extension or evolution of my mod I guess. The thing is though that with Polynesia, the AI can also engage in trade with other nations, and, to my best guessing does explore the world and engage in trade.

    The trouble with the approach of nerfing civs based on how people play is that humans will always be better than the AI. If you can think of civs with exploits I'd be more than happy to mod that out, but finding a civ like that and not damaging the integrity of the game is tough.

    This mod, for me, was a lot of easy choices. a lot of UAs the ai simply doesn't use, or a lack thereof. America and Netherlands were such easy decisions and I relish the thought of having a game vs them now, instead of rolling my eyes and thinking "oh christ another mediocre opponent"
     
  4. glider1

    glider1 Deity

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    Yeah, I think your approach is best. Change the obvious AI weak civs and leave it at that. Thanks! Will give this a go once I get through this current game.
     
  5. White Out

    White Out Prince

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    Updated to version 2

    Version 2 Changes:

    -Sweden introduced into mod, with a 5% boost to their Great Person DOF to make it 15%, and, a free Great Person at Dynamite in honour of Alfred Nobel.
    -Russia introduced with a small addition; the Krepost now grants 1 Science for every 3 citizens.
    -Ottomans introduced with all naval units being granted Siege to help attack cities.
    -Songhai introduced and given 1/3rd more trade routes
    -France introduced and all land units given promotion "March"
     
  6. White Out

    White Out Prince

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    version 3 updated, a minor update, while at work i thought.. what the hell, if France has a bad wonder flavour, just update that. So I did. Napoleons wonder flavouring is now 8 instead of 4.
     
  7. glider1

    glider1 Deity

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    There are a lot of changes, it will take a lot of time to see the effects. I enjoyed trying France.
     
  8. White Out

    White Out Prince

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    Version 4 Changes
    -France's March Promotion removed. Replaced with 10% reduction in XP needed for promotions (seemed like a huge buff wasnt necessary now that Napoleon should be more aggressive in getting wonders)
    -Byzantium now has +3 faith per turn from Palace. Free Great Prophet now comes at Printing Press.
    -Russia'a Krepost has science reduced. +1 science per 4 pop, instead of 3. This makes it half as effective as a library.
    -Samurai strength reduced down to 21.
    -Netherlands social policy cost reduction change from 15 to 20%
     
  9. White Out

    White Out Prince

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    Version 5 Changes
    -Aztecs lose the slight culture bonus, 150% faith per kill should be enough
    -Updated Carthage text to reflect they get 50% discount on maintenance of their navy, not outright purchase or build
    -Theodora flavouring for religion upped from 7 to 9
    -To offer more historical realism, Theology will now grand a free Great Prophet for Byzantium, instead of the printing press.
    -Sweden's flavouring for willingness to be friends increased from 6 to 8, to aid their UA and the AI's ability to enjoy it.
    -America Great Person bonus lowered to 20% from 25
     
  10. White Out

    White Out Prince

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    Considering for Version 6:

    The Huns: Need something a little more, can't think of what that is just yet.

    Polynesia: Again something is needed here. Not a lot.

    And on the flip side:


    Korea: only have their UA the tech boost and remove the +2 science from GP improvements and specialists.

    Poland: An increase in social policy cost of 10%. Something minor to slow down their UA Solidarity a little bit.

    Babylon: Great Scientist bonus now 35 or so % instead of 50.

    Thoughts? Nerfing these civs would, imo, allow us humans to use them guilt free. I know this is a buff mod but in general the idea of the mod is to create a more level playing field.
     
  11. White Out

    White Out Prince

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    Version 6 Changes

    The Huns introduced. +2 Culture from Pastures replaces the +1 production bonus. Pastures will still give extra hammer or food depending if its sheep or horse or cattle, but, you will get 2 extra culture now. Fits in well with the Hunnic lifestyle and they could sure use some of that culture.

    Polynesia: 2 simple small tweaks. The almost laughable 10% bonus when fighting near a Maori statue is now 30%. The Maori's themselves now start at +2 culture, each additional adjacent statue still gives 1 extra that's unchanged.

    Indonesia: Atolls provide +1 food. I kept flipping back and forth between extra food or production. I even tinkered with the idea of giving +2 science. Still might. Play test and let me know. For now tho it makes Atolls really potent for this Islander nation.

    And now, the part I hope goes over ok. My mod will be renamed "Civ Balancing" because of the following changes:

    Korea: The specialist bonuses and GP improvement bonuses for science are now +1 and not +2. They retain the boost from the capital.

    Poland: Solidarity is now given a tiny drag, with a 10% raise in Social Policy cost.

    Babylon: Still gets their free Great Scientist but now they generate them 35% faster than regular civs instead of 50%.

    Playtesting some parts of this mod 1st then releasing new version tommorrow
     
  12. glider1

    glider1 Deity

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    Wow, the Polynesians will be a diplomatic/tourism powerhouse. They can defend themselves with ease from embarkation attacks and build large amounts of culture. They can meet anyone or any city state in the world before anyone else and colonise before anyone else.

    I think the Polynesians could be even a bigger human exploit now.

    But understand that you are trying to assist the AI (which it will do).

    I could be wrong, but I think you have over-cooked the Polynesians?
     
  13. White Out

    White Out Prince

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    How about twenty percent?
     

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