EDIT: Thanks to player1, this is version 2. The major downside is mostly fixed and the demo scenario has been updated to reflect it.
As we all know, in Conquests, the AI almost never gets any armies.
It is possible to give the AI free armies while giving none to the humans, and still playing on a random map.
What you do is create a tech, then set it to be unresearchable and untradeable.
Now, you need to get this tech to the AI but not the players. Assign it to all civs, under the Civilizations tag. Assign all Civs this new tech, as well as their default ones. Now everyone will get the new tech.
Next, using the custom player data, assign player 1 as the human. Then, uncheck civilization defaults under player one. Now, the human won't get the new AI only tech. I would assign two of the starting techs to player one. Here the only downside to the mod comes into play. The human will not get his starting techs by default. You will have to assign him some. If you know you are going to play a certain civ you can go into the editor and giv it the right techs before you play, otherwise you can just assign a couple of the starting techs. It's not quite as good as automatically getting techs based on your traits but I think the trade off is worth it. (thanks to player1 for showing me a better way to make the tech AI only)
Then, create a small wonder. Set the pre req for this small wonder to the tech you created and gave to the AI players. Set the shield cost super low, and make it generate armies every X turns.
The AI will build this small wonder right away, taking about three to five turns if you minimze the shield cost. Once it does, it will get the armies, I've set up a test scenario. This could severely increase the challenge of a game.
All random options are still available, you can play a random map of any size and type against whatever number of civs you want, there is really only one disadvantage that I can think of.
I realize those starting techs represent a lot of the strategy of the early game, but on the other hand, facing AI armies will increase the challenge for the rest of the game. But, the player will still get starting techs, they just might not be the exact ones his civ would normally get.
I have attached a very simple and primitive scenario showing that it does indeed work. Pretty much it's only purpose is to easily show you that the AI does get the armies and so you can see what I did to make it do this.
It's on debug mode, so you can simply fortify and watch as the AI builds the wonders and rakes in the armies (the wonders build fast and the armies come every 3 turns to reduce your waiting time in this demo). Feel free to set the opposing civs to random. That's pretty much it about the scenario.
I switched the Espionge Agency to the army producing building and switched Integrated Defense to the AI only tech, just because it was easier than making new techs and wonders.
If someone has posted this exact way to get the AI using armies before, then I apologize, but I did some searches and didn't find anything. Hope this is helpful.
As we all know, in Conquests, the AI almost never gets any armies.
It is possible to give the AI free armies while giving none to the humans, and still playing on a random map.
What you do is create a tech, then set it to be unresearchable and untradeable.
Now, you need to get this tech to the AI but not the players. Assign it to all civs, under the Civilizations tag. Assign all Civs this new tech, as well as their default ones. Now everyone will get the new tech.
Next, using the custom player data, assign player 1 as the human. Then, uncheck civilization defaults under player one. Now, the human won't get the new AI only tech. I would assign two of the starting techs to player one. Here the only downside to the mod comes into play. The human will not get his starting techs by default. You will have to assign him some. If you know you are going to play a certain civ you can go into the editor and giv it the right techs before you play, otherwise you can just assign a couple of the starting techs. It's not quite as good as automatically getting techs based on your traits but I think the trade off is worth it. (thanks to player1 for showing me a better way to make the tech AI only)
Then, create a small wonder. Set the pre req for this small wonder to the tech you created and gave to the AI players. Set the shield cost super low, and make it generate armies every X turns.
The AI will build this small wonder right away, taking about three to five turns if you minimze the shield cost. Once it does, it will get the armies, I've set up a test scenario. This could severely increase the challenge of a game.
All random options are still available, you can play a random map of any size and type against whatever number of civs you want, there is really only one disadvantage that I can think of.
I realize those starting techs represent a lot of the strategy of the early game, but on the other hand, facing AI armies will increase the challenge for the rest of the game. But, the player will still get starting techs, they just might not be the exact ones his civ would normally get.
I have attached a very simple and primitive scenario showing that it does indeed work. Pretty much it's only purpose is to easily show you that the AI does get the armies and so you can see what I did to make it do this.
It's on debug mode, so you can simply fortify and watch as the AI builds the wonders and rakes in the armies (the wonders build fast and the armies come every 3 turns to reduce your waiting time in this demo). Feel free to set the opposing civs to random. That's pretty much it about the scenario.
I switched the Espionge Agency to the army producing building and switched Integrated Defense to the AI only tech, just because it was easier than making new techs and wonders.
If someone has posted this exact way to get the AI using armies before, then I apologize, but I did some searches and didn't find anything. Hope this is helpful.
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