What Would Gandhi Do? - AI Rebalancing Mod

Unfortunately I have become quite delayed thanks to several work projects. The ETA on everything has been pushed back til whenever I have some breathing room again.

ugh, i here ya, i barely have time to play so i can imagine finding time to mod is even harder, best of luck.
 
Version .4 on Mod Browser

v.0.4
-Makes AI slightly more aggressive and competitive than previous versions
-Fixes part of an error in ending Declarations of Friendship where you needed to ask for a friendship a second time.
 
Up for the next version includes looking into a stronger solution to the happiness bug while not significantly altering the way handicap levels work.
 
This mod does fix things in a manner similar to what the patch says. It will limit how often you find yourself having everyone loving you or hating you.
 
Already a new version!

What Would Gandhi Do - Version 5!
v.0.5
-Eliminates the final bits of AI happiness bonuses WITHOUT affecting player bonuses at the various handicap levels (combared to AI Equalizer, which vastly alters human handicaps)
-Adds extra starting units at Immortal and Deity levels for the AI to better prevent worker theft


Give this bad boy a few plays and let me know how you feel about the new balance
 
Already a new version!

What Would Gandhi Do - Version 5!
v.0.5
-Eliminates the final bits of AI happiness bonuses WITHOUT affecting player bonuses at the various handicap levels (combared to AI Equalizer, which vastly alters human handicaps)
-Adds extra starting units at Immortal and Deity levels for the AI to better prevent worker theft


Give this bad boy a few plays and let me know how you feel about the new balance

Sneaks - you found the Promised Land? How'd you do it (in a way a non-modder would understand)?

I am totally psyched, and will start a game Sunday, as soon as I'm done with the project that's tied me up for the last two weeks.
 
I created a fake Handicap level just for the AI to play with for human bonuses. It still takes the "AI" bonuses from the human selected level.

Before:
AI gets base starting happiness, population unhappiness, and unhappiness per city from HANDICAP_CHIEFTAN
AI gets aiunhappiness, production bonuses, barb bonueses, etc from the player selected handicap (HANDICAP_DEITY in my case)

Now
AI gets base starting happiness, population unhappiness, and unhappiness per city from HANDICAP_AI_STANDARD
AI gets aiunhappiness, production bonuses, barb bonueses, etc from the player selected handicap
 
I created a fake Handicap level just for the AI to play with for human bonuses. It still takes the "AI" bonuses from the human selected level.

Before:
AI gets base starting happiness, population unhappiness, and unhappiness per city from HANDICAP_CHIEFTAN
AI gets aiunhappiness, production bonuses, barb bonueses, etc from the player selected handicap (HANDICAP_DEITY in my case)

Now
AI gets base starting happiness, population unhappiness, and unhappiness per city from HANDICAP_AI_STANDARD
AI gets aiunhappiness, production bonuses, barb bonueses, etc from the player selected handicap

I assume there was a lot of trial and error in the creation of the fake file, since otherwise this is seemingly a simple fix. Did someone mention trying something like this once before?
 
There was in the sense that I had no idea what bonuses the AI was grabbing from what set. There was also a lot of concern over whether creating the fake handicap would get reset somehow in the post-defines or whathaveyou.
 
There was in the sense that I had no idea what bonuses the AI was grabbing from what set. There was also a lot of concern over whether creating the fake handicap would get reset somehow in the post-defines or whathaveyou.

That's what I imagined, however vaguely. Thanks again for the effort.
 
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.
 
On immortal they only have an additional scout. I did notice that now when the ai comes it comes to win. Can you post screenshots or a savegame so I can take a look?
 
On immortal they only have an additional scout. I did notice that now when the ai comes it comes to win. Can you post screenshots or a savegame so I can take a look?

Wow! I actually like them coming to win. And I did learn from my last game (v3, where Japan did the same thing) that an early hostile comment guarantees a coming total war. I'll post one or the other as soon as I look up how to do either.
 
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