ive had at least 3 different civs make a "colony" that was just as, nearly, or even more large/powerful than the remainder of their country.
Colony maintenance gets pretty bad on Emperor when cities are split evenly between two continents. I still don't think it's wise to create a colony then, but it's an awkward situation either way. Lowering the
iColonyMaintenancePercent values in
Assets\ XML\ GameInfo\ Civ4WorldInfo.xml (or
HandicapInfo) could help with that and should, in theory (see below), also make the AI less willing to liberate colonies.
while on the topic, anybody know any ai upgrade mods which address this issue or make colonies run smarter in general?
I don't recall encountering this problem with
K-Mod, but, then again, I'm not sure I recall it without K-Mod either. From looking at the source code: The decision algorithm (both in BtS and K-Mod) is to compute for each landmass a total (utility) value of cities. If that total is negative, the AI concludes that keeping the colony is more trouble than its worth and liberates it. In BtS, the per-city value is computed as the city's gold plus research plus production minus three times its colony maintenance. The K-Mod code seems to do the same calculation basically, but takes more special cases into account; a crucial improvement might be that the potential for population growth is factored in.
Here's the code. [Edit: Link updated]
By making "colonies run smarter in general", do you mean mainly the movement of units between the colony and the mainland? K-Mod and the included Better BtS AI mod (BBAI) make lots of small improvements to the naval AI. You could search the changelogs (
K-Mod,
BBAI) for "naval" for specifics. Or maybe someone who has played Archipelago with an AI mod could share their experience; I haven't, so I don't know if these changes are enough to make the map challenging. It was the first map that people managed to beat on Deity under otherwise normal settings when Civ 4 first came out.