Txurce
Deity
What mods did you have active? Cannot find the right combo
Attila v13
Cap RR Boost v1
CivWillard v1
Copasetic v4
Free Research v3
Improved Notifications v6
Info Addict v10
TCB v 4.22 (beta)
WWGD v5
What mods did you have active? Cannot find the right combo
Holy Moley. That is one awesome CS!
I am really divided about this right now. Honestly, I think it is great that my tweaks seem to make the AI build larger armies when in war, and only focus on units if in the middle of a heated engagement. However, I want your opinion on a few things:
Do you think the reasons for war made sense in the games?
Was the AI rational in attacking you? (Were you an easy target, a danger, etc)
Do you feel challenged, but not frustrated when playing like this?
Aside from war, have you had enough diplomacy to get a real feel for the tweaked numbers?
This is what I can tell you:
Florence is probably throwing units so fast for several possible reasons:
First, it might have a Forge/Stable/etc at that point
Second, I altered AI attack forces to require the AI to attack with no less than a certain number. So, if the AI is in combat, it will keep pumping.
Basically, Florence is doing nothing but unit pumping while it is in a war, which is exactly what I think a CS should do in that situation, given their vulnerable nature. I think it could have still happened 2 months ago, but it was far far far less likely because the AIs were less likely to pursue CSes and were less likely to attack you in general.
I did not touch tile growth perimeters in my mod
Ahh, well that is my fault then. I told the AI to use a smaller portion of its forces for home garrison, and more for mobile use for whatever else.
I started a game with v5 on Immortal. Early AI expansion was normal. France immediately went hostile due to my size, which occasionally happened in v3. What surprised me was how many units they had (warriors, archers, chariots) when they attacked me around 2200 BC. I had just founded a second city (modified NC start) and didn't have a prayer.
Out of curiosity I started over two more times, building a few archers in one game, beelining for horsemen in the other. (France had the same unit make-up in game 2, interestingly no chariots bit one catapult in game 3). In both cases I just didn't have enough units to survive around 2000 BC.
In the process I noticed how well-manned the CS were as well (at least 3 units earlier than 2500 BC). I know you gave them added units to prevent worker theft (I still had a shot at one, but passed it up). I was wondering if this is in addition to the unit-startup boost Thal gave CS recently.
I'll try to play a game through at this point by just cranking out units, to see how things balance for longer than 50-60 turns. But these early results made me wonder just how much of a starting edge the major and minor civs have in units on Immotal, for example.