What Would Gandhi Do? - AI Rebalancing Mod

Those look like really great changes! Might even be enough to get me to play another game of Civ 5 since moving back to Civ 4 post patch.
 
Those look like really great changes! Might even be enough to get me to play another game of Civ 5 since moving back to Civ 4 post patch.

I suggest playing the PlayWithMe mod + City State Diplomacy + This :)
Or: Balance - Combined + This
 
Thanks!

FYI:

I have discovered a compatibility issue with alpaca's PlayWithMe mod (though it is only a visual issue) so I will be releasing a V. 0.3 hotfix mod shortly to deal with this and the conflict with robk's excellent infoaddict.
 
Version 0.3 Hotfix now out.

-Fixes compatibility issue with robk's InfoAddict
-Fixes compatibility issue with alpaca's PlayWithMe

In both cases, this mod should load after these to work properly, as this mod incorporates their code, but theirs do not incorporate mine.
 
Thanks!

FYI:

I have discovered a compatibility issue with alpaca's PlayWithMe mod (though it is only a visual issue) so I will be releasing a V. 0.3 hotfix mod shortly to deal with this and the conflict with robk's excellent infoaddict.

What visual issue?
 
The tooltip on units displays unit maintenance cost in alpaca's mod, but this overwrote it. PWM also had a tooltip on settlers to give the city maintenance cost of the next city to be founded.

I added code in the hotfix that would more or less check to see if alpaca's mod attributes existed, and if they did, display his tooltip info.
 
What are you changing in the tooltip?

Also for your fix for InfoAddict, won't this require adding the xml to your mod or produce an error? The script looks for a control that probably isn't there unless you use InfoAddict
 
In the tooltip, I am altering the conditions to display certain AI moods if they are friendly that were previously hidden. It was an awkward decision to hide information so the human player could not gauge deceptiveness.

As for the infoaddict fix, I will need to double check.
 
Testgame report

First war occurs in 1896: Egypt, score leader attacks the Iroqouis...
It is on King level, Egypt enters modern age also in ca. 1900
AND completes Manhattan Project in 1908

(I play with PWM mod too)

I continue:

In this war in the early 20. century, Egypt wiped out the Iroquois.
First Hiawatha could recapture the capital twice, but then it was all over for him.

We're around 1950, when another big war breaks out!

It is btw the two biggies: China (with 1 CS) vs Egypt (with 4 CSs)
Egypt has smaller Rome as DoF, but Rome has not entered the war (yet?)

China asked me to take part, I said wait 10 turns, but then the war broke out 2 turns later,
so I was not forced to take part - I stay out...

I have Songhai as DoF and DefPact.

It will be interesting, as I now start Apollo Program...

The game is set so either Domination or Science victory is possible.
It was also set tiny, pangaea, 6 civs, 9 CSs
 
Seems a nice addition!

Could you add compatibility on the first post?

I'm running Balanced - mod and all the suggesteds mods in the first post of it.
Current version: 1.0.0.17

Is it compatible with this setup?
 
When you write....

.....In both cases, this mod should load after these to work properly, as this mod incorporates their code, but theirs do not incorporate mine.

How would you change your load order of mods...? I know how to do that with the game Fallout but I have no idea how to change the load order with Civ V..?

I am using...

Copasetic UI Tweaks (v 4)
CivWillard (v 1)
Attila Mods (v 13)
InfoAddict (v 10)
Smarter TechTree Pipes (v 1)
Unofficial Patch III (v 32)
WWGD (v 3)
Better Japanese City Names (v 1)
Specialized Barbarian Units (v 2)
Hover Info (v 1)

Thanks for the mod and sharing it :)
 
I believe if you turn mine on last in the Mod Browser, that should do the trick.
 
Seems a nice addition!

Could you add compatibility on the first post?

I'm running Balanced - mod and all the suggesteds mods in the first post of it.
Current version: 1.0.0.17

Is it compatible with this setup?

Should be fully compatible.
 
I had Apollo almost built when the game began to crash steadily (...). Until then being a six-center civ trailing the pack on Immortal and not warring kept me friendly with everyone except Siam (competing for same CS) despite not signing any DoF's. Taking Siam's last city after others whittled it down to almost nothing got me labeled a warmongering menace, as usual... but still no blood from my big neighbor. Given that Egypt was on most of my border, and was also competing for the same CS (I always bid back), the balance seems either basically okay or tilted a bit too much toward peace.
 
Spoiler :
I continue:

In this war in the early 20. century, Egypt wiped out the Iroquois.
First Hiawatha could recapture the capital twice, but then it was all over for him.

We're around 1950, when another big war breaks out!

It is btw the two biggies: China (with 1 CS) vs Egypt (with 4 CSs)
Egypt has smaller Rome as DoF, but Rome has not entered the war (yet?)

China asked me to take part, I said wait 10 turns, but then the war broke out 2 turns later,
so I was not forced to take part - I stay out...

I have Songhai as DoF and DefPact.

It will be interesting, as I now start Apollo Program...

The game is set so either Domination or Science victory is possible.
It was also set tiny, pangaea, 6 civs, 9 CSs

So... it was the 1960 and Chine came and reminded me of what I promised 10 turns before:
war vs. Egypt.

I said yes.
I had DoF with Egypt, so I took rep hit:
after this Songhai don't make DefPact with me, also RA is harder.

It is 2005 now and I have captured 2 enemy CSs, and no repercussions! :)
My 2nd captured CS is bordering Egypt, and I want to keep it
as it has one aluminium! (I did not have any)

I have no news on how China is vs. Egypt, all I know is they have big armies...
(with the many cities they have)

Note on AI army:
I went to the hilly region of the Egyptian border past my ally CS,
and ally I saw was AAir units, 6-7 of them, both Egyptian and CS...
Later some arties, and finally gunships!
It was like 3 gunships in a wave...

AI has fighters, bombers - but no paratrooper, no infanry, no mech inf.
Mostly AAir units... and arties...
 
Sneaks, in the Balace mod thread you write:

Spoiler :
The biggest gripe about DoFs which WWGD mods is the fact that if DoF friend denounces you, you take a massive global influence hit. Chances are that hit might put you in the negative with another Friend/Neutral, leading to them denouncing you, and so forth. Thus, the chain denouncements that tend to blindside the player.

The other issue with DoFs, and AI influence in general is that there are coded in several "ticking factors" that slowly degrade certain influence types with the player every turn.

For example:
You are DoF with Egypt.
You have a city sort of near Egypt.
This causes Egypt to gain a weak covet on your lands. He has 100 LandDispute points against you. This causes him to hit the LandDisputeWeak threshold and have a Weak Land opinion weight (Costing you 10 diplomacy points).
Every turn from there on out, he will tick on 18 more points of LandDispute. Once that total adds up to 230, he hits the LandDisputeStrong threshold. Egypt now has a Strong Land opinion of you (Costing you 20 diplomacy points).

This ticking will eventually lead to the 30 diplomacy point Fierce Land opinion.

In comparison, your DoF gives you -35 diplomacy points.

Assuming nothing else is going on between you two, that gives you a -5 point rating with Egypt.
If Egypt then asks you nicely for some of your lovely Gems, and you say no - BAM 15 point penalty. You now have a 10 diplo point score, and that denouncement is coming.

Here is where it gets really messed up: If Egypt denounces you before ending the DoF, you will take a 25 point hit with every other civ in the game.

As you can see, the diplomacy AI system in vanilla really does not handle well, and that DoF can end up really really hurting you down the road.

How WWGD changes the run of this example? It seems to be a good example to see this... :)
 
WWGD does several things for this.

1. It increases the positive value of a DoF to -45, so it can handle more negatives
2. Incremental anger adds lower amounts per turn and requires higher thresholds to cause the AI to drop opinion, especially for guessing on victory conditions.
3. WWGD makes the hit from a DoF denouncing you only 10. Until this mechanic is better implemented, it is nerfed as to avoid chain AI idiocy
4. Ignoring an AI request (different than demands) only causes a hit of 5 points. This again is due to irrational AI valuation of goods/gold. While asking for 1 resource early might be ok, asking for your entire bank account mid-game is just bad AI, and the player should not be punished for it.
 
That was a really interesting explanation about the mechanics that I had kind of a hard time to understand. ^^

From what I've seen in the files, there are only a few good modifiers:
- You are far away from each other: -6
- You are obviously not going for the same victory: -6
- You have returned a civilian: -20 (which means that if you have the chance, it will really help your relationships with this civ)
- You have a DoF: -35
- You have a DoF with one of their friends: -15
- You have denounced one of their enemies: -15

There are these 6 positive modifiers and then there are dozens of negatives, going from "we are neighbours" which get worse as time goes by to "you refused a request" or ignoring or breaking a promise.

If we had access to the C++ engine, we'd be able to add new positives and make it count, for instance making a friendship be more important the longer you keep it and adding positive modifiers for going to war against a mutual enemy.

As we can't do this for the moment, what can be done on positive modifiers is very limited.

However, in the Vanilla game, I was able to keep peace for a very long time with some Civs (even close ones) by doing this:

- returning a civilian whenever I get the chance.
- choosing only 2-3 civs which already like each other to DoF with. This way, you get the -35 modifier for the DoF and the -15 modifier for being friend with one of their friend.
- Whenever a Civ I'm friend with denounces another one with whom I'm not friend with, I denounce them too, getting then another -15 to our relationships for a total (if I'm not mistaken) of -65, assuming I wasn't able to return a civilian to that Civ (otherwise it's -85).

With such a bonus, my friends turn on me only in the late stages of the game on Prince level.

I think some stuff which could be interesting to try would be to:
- making denouncement more about finding other friends than hurting your former one. For instance, the "Denounced an enemy" could be increased to -25 or -30 while the malus "you've been denounced by a friend could be reduced from +25 to only +5 or something like that. This would stop the chain reaction of denouncements, at least I hope so.
- Reduce the malus given in the later stages of the game, not by too much but so that you can still be friends with a Civ with whom you only had peaceful relationships.

One quick question: do you get the -15 bonus for denouncing a friend every time you do it or only one time? I guess it's only one time.
 
In the Vanilla game, I was able to keep peace for a very long time with some Civs (even close ones) by doing this:

- returning a civilian whenever I get the chance.
- choosing only 2-3 civs which already like each other to DoF with. This way, you get the -35 modifier for the DoF and the -15 modifier for being friend with one of their friend.
- Whenever a Civ I'm friend with denounces another one with whom I'm not friend with, I denounce them too, getting then another -15 to our relationships for a total (if I'm not mistaken) of -65, assuming I wasn't able to return a civilian to that Civ (otherwise it's -85).

With such a bonus, my friends turn on me only in the late stages of the game on Prince level.

I am getting the same benefits (or more) with WWGD by simply not signing any DoF's, and denouncing no one except a pariah who's denounced me. Primarily, this counters the "I am an the enemy of my friend's enemy" diplo hit, which seems to have more of a negative effect on trade and peace than a DoF does on the positive end of the scale.
 
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