Well, here I have billed myself, 'The graveyard Keeper'. 
Well, I have found the Hidden Nationality, Invisible, spy attack tags very very useful. Great actually, however it did require some special game tweaking. Similiar to what I had to do to get the AI's to use Armies as much as the human and sometimes even better.
The flow of units 'in game' for each Age (if you use more than one, I don't) must be wide and deep.
Via, units by buildings and small wonders easy to build. By a fat mix of city que availability as the techs roll by. I try though to have each unit unique in some special way no matter the number of units by kind character and use. Also, the third avenue is set nearly every unit to spawn units via combat.
This develops a distinct culture of 'undeclared' and declared war. None of my AI's are roll-overs, they use all units abundantly, and I do well to take by combat a half dozen cities in one hundred turns!
Of course, there are other very significate set-up factors that weigh into this, briefly; an abundance of resources everywhere available, a pre-laid road network capitol to capitol. ( I slow down travel betwixt by placing barriers on roads that connect empires and on some post very powerful barbs. This inhibits taking advantage of it except that the AI's are happy and connected to resources, so they can be more freed to build units, buildings and small wonders. Turn off 'pillaging and auto-pillaging' except for one or two common and easy to kill units.
Anyway, it works great. Best part is that the AI's can attack your cities during peace with armies stocked with hidden nationality units and the human is sorely disadvantaged, can not even take those cities back without starting a war you may not want. Also AI's start with 80 or so units and eight settlers.
The human a little less. There are other little tweaks that all seem to favorably add up. My interest in pursuing this avenue was only because you guys reported the AI favored using these nefarious units and I wanted to take advantage of anything the AI would just do. Considering Artilery etc. this was hopeful I thought.
Anyway, glad to hear your mod is out, will look it up. Thanks!

Well, I have found the Hidden Nationality, Invisible, spy attack tags very very useful. Great actually, however it did require some special game tweaking. Similiar to what I had to do to get the AI's to use Armies as much as the human and sometimes even better.
The flow of units 'in game' for each Age (if you use more than one, I don't) must be wide and deep.
Via, units by buildings and small wonders easy to build. By a fat mix of city que availability as the techs roll by. I try though to have each unit unique in some special way no matter the number of units by kind character and use. Also, the third avenue is set nearly every unit to spawn units via combat.
This develops a distinct culture of 'undeclared' and declared war. None of my AI's are roll-overs, they use all units abundantly, and I do well to take by combat a half dozen cities in one hundred turns!
Of course, there are other very significate set-up factors that weigh into this, briefly; an abundance of resources everywhere available, a pre-laid road network capitol to capitol. ( I slow down travel betwixt by placing barriers on roads that connect empires and on some post very powerful barbs. This inhibits taking advantage of it except that the AI's are happy and connected to resources, so they can be more freed to build units, buildings and small wonders. Turn off 'pillaging and auto-pillaging' except for one or two common and easy to kill units.
Anyway, it works great. Best part is that the AI's can attack your cities during peace with armies stocked with hidden nationality units and the human is sorely disadvantaged, can not even take those cities back without starting a war you may not want. Also AI's start with 80 or so units and eight settlers.
The human a little less. There are other little tweaks that all seem to favorably add up. My interest in pursuing this avenue was only because you guys reported the AI favored using these nefarious units and I wanted to take advantage of anything the AI would just do. Considering Artilery etc. this was hopeful I thought.
Anyway, glad to hear your mod is out, will look it up. Thanks!
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