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AU: A MOD for the curiculum

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  • Originally posted by ducki
    This sort of discussion is what, I think, makes Civ such a great game. There are so many different ways you can play that changing stuff like Gardens->Polytheism might or might not affect all of us. And the fact that the decisions I make are somewhat influenced by things I read here, there is, by no means, a single "formula" for play, which would be boring.
    Agreed. I also think this is an argument that Monarchy for Monarchy's sake is far from useless (maybe sub-optimal, but I've yet to be convinced of this).


    Dominae
    Last edited by Dominae; November 26, 2002, 16:55.
    And her eyes have all the seeming of a demon's that is dreaming...

    Comment


    • Example time!
      Lets say you can complete Republic in 14 tuns.
      That means you would complete Feudalism in 16 turns.

      Republic:
      Tech cost = 256/14
      Government = 259/14
      Optional = divide total by 1.5
      Total Value = (256+259)/(1.5*14) = 24.5

      Feudalism:
      Tech cost = 256/16
      Pikeman = 70
      Med. Infantry = 6
      Wonder = 6
      Total Value = 256/16 + 70 + 6 + 6 = 98

      [Edit: I just saw your edit. You forgot to divide by the turns]

      Comment


      • Good example (I didn't understand your original post, it seems); you may want to include it in your original post in the other thread.

        Couldn't we just raise the value of new governments? This would have the unfortunate consequence of making Communism even more attractive, but would solve the problems with the other governments (The Republic and Democracy specifically, although the AI would still need a reason to go through Printing Press).


        Dominae
        And her eyes have all the seeming of a demon's that is dreaming...

        Comment


        • I've always thought Printing Press needed a building or small wonder call "Media Outlet" or somesuch. Maybe have it decrease unhappies or increase taxes or something.

          That probably gets us too far away from the AU goals, though.
          "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

          Comment


          • It's almost unheard of for me to run into a situation where I can't do the fighting I truly need to without resorting to Monarchy. There was one game on a large map where Japan was bigger than me and had enough of a cultural advantage that I felt like I needed to swallow its mainland in one bite, and that forced me into Monarchy well before the war was over. (Fortunately, I was religious in that game.) But especially on standard maps, if my original government target is Republic, I don't really care about Monarchy.

            Nathan

            Comment


            • Originally posted by alexman

              From what I have seen, it's true that the AI doesn't place a high enough value on the Republic (because it doesn't also have a Wonder, like Monarchy does, hint, hint ).
              Or you could create a whole new wonder (i.e. The Republic Monument...) costing 1 shield and generating almost nothing, maybe 1 culture/turn or even nothing (will the AI build it even if it does not have any effect?) . This would make Republic more attractive to the AI and would not change gameplay that much...

              --Kon--
              Get your science News at Konquest Online!

              Comment


              • No need for that. Diplomats are worth more than two Wonders and are completely hidden to the player after Writing.

                Comment


                • Ok... I get it...
                  Get your science News at Konquest Online!

                  Comment


                  • Here's my proposal for the PTW version of the AU mod.
                    Please comment!

                    Code:
                    [size=1]
                    ==========================================
                            APOLYTON UNIVERSITY MOD 1.10
                    ==========================================
                    (based on player 1's Patch Suggestion Mod)
                    
                    This MOD serves as a base for the Apolyton University curriculum, which aims to improve the 
                    skills of participants through discussion of their strategy in a series of common games.
                    
                    The goals of this MOD (in rough order of importance) are to:
                    - Improve the AI.
                    - Present the player with more strategic decisions.
                    - Change as little as possible, to preserve the unmodded Civ3 flavor.
                    - Preserve historical accuracy.
                    - Reduce micromanagement. 
                    
                    GROUND UNITS
                    ------------
                    
                    Action:  Added Wheeled ability to Tank, Panzer, Mech. Infantry, Modern Armor, Artillery, 
                             Radar Artillery.
                    Reason:  To give Paratroopers, Marines, and air and naval bombard support more improtance.
                    Comment: Also increases realism. You can still move these units on enemy roads.
                    
                    Action:  Increased the movement of Musketeer to 2 and lowered its attack to 2 from 3. 
                             Removed AI offense flag.
                    Reason:  To make the AI use musketeers properly.
                    Comment: Still remains in the spirit of the original unit. A defensive unit that can be used
                             in an offensive role - supporting knights.
                    
                    Action:  Increased attack strength of riflemen from 4 to 5 and reduced their cost from 80 to 70
                    Reason:  Make these units more cost-effective and better-used by the AI.
                    Comment: The AI sometimes uses these units for attack, so an increase in their strength helps it.
                    
                    Action:  Increased attack strength of infantry from 6 to 8
                    Reason:  Make these units better-used by the AI.
                    Comment: The AI often uses these units for attack, so an increase in their strength helps it.
                    
                    Action:  Increased attack strength of marines from 8 to 10, and defense from 6 to 8.
                    Reason:  Make this unit more valuable, and Amphibious War worth researching.
                    Comment: This might help the AI build these units more. They are more useful now that tanks 
                             can't pass through jungles and mountains. This unit is as expensive as a tank, yet its
                             stats are still much lower. 
                    
                    Action:  Increased attack strength of paratroopers from 6 to 8, and defense from 8 to 10.
                    Reason:  Make this unit more valuable, and Advanced Flight worth researching.
                    Comment: To be consistent with the increase in infantry attack. This unit has the AI offense flag,
                             so it better do some damage when attacking. Provides a good mountain defender for 
                             when Infantry upgrades to (wheeled) Mech Infantry.
                    
                    Action:  Added zero-range bombard ability to Archers (2), Bowmen (2), and Longbowmen (4).
                    Reason:  To make Archers and Longbowmen worth building, even after Swordsmen and Musketmen, 
                             respectively. 
                    Comment: Combined Arms! Stacks of units with archers have some benefit. 
                             The AI often puts an archer in its cities for couterattack anyway.
                    
                    Action:  Added airlift flag to Catapult, Cannon, Artillery, Radar Artillery, Explorer, Scout, 
                             Leader.
                    Reason:  To reduce micromanagement. 
                    Comment: You can airlift tanks, why not atillery? Leaders can fly by plane.
                    
                    Action:  Increased movement of Radar Artilery by 1. Now requires oil and rubber in addition 
                             to aluminum.
                    Reason:  To keep up with mobile modern units, which was the major drawback of this unit.
                    Comment: Artillery should at least keep up with Mech. Infantry. 
                             It's still slower than Modern Armor.
                    
                    Action:  Reduced defense of Modern Armor from 16 to 14.
                    Reason:  To encourage combined arms.
                    Comment: The AI protects its offense-flagged units with defensive units anyway. MA was too good
                             for its cost (and still is).
                    
                    Action:  Increased cost of Cannon and Hwach'a to 60 from 40 and doubled their ROF.
                    Reason:  To balance this unit compared to other ground bombard units.
                    Comment: Under the standard rules, catapults are always more cost-effective bombard units than cannons. 
                             With this change, cannons are more cost-effective when bombarding a defender of strength 8 and 
                             above. And even with this change, artilery is more cost-effective than cannon for a defender 
                             above strength 8. The increased cost and ROF means that you need less units to do the same
                             amount of damage, hence less micromanagement.
                    
                    Action:  Catapult now upgrades to Hwach'a for Koreans.
                    Reason:  There is no reason to penalize this unit.
                    Comment: This was probably a bug in the stock version anyway.
                    
                    Action:  Keshik gains ability to ignore movement penalties on Hills. 
                             Elephants gain ability to ignore movement penalties in Jungles.
                    Reason:  To strengthen these rather weak unique units.
                    Comment: How can a Keshik take more time to move across mountains than across hills?
                             Elephants are have familiarity with jungles, and endurance in those climates.
                    
                    Action:  Reduced cost of Conquistador to 60 from 70
                    Reason:  To strengthen this unique unit without making knights obsolete.
                    Comment: They replace 20-cost explorers, after all.
                    
                    Action:  Increased attack of Guerilla to 7 from 6
                    Reason:  To keep in line with other changes of this mod.
                    Comment: Infantry has its attack strength increased by 2.
                    
                    AIR UNITS
                    ---------
                    
                    Action:  Increased operational range of Bombers to 8 from 6
                    Reason:  To keep in line with other changes
                    Comment: Range kept the same as that of Paratroopers and Helicopters.
                             Increased naval movement of this mod without this change would have made it easier for ships to 
                             stay out of bomber range before coastal bombardment or invasions.
                    
                    Action:  Increased ROF of Fighters and Jet Fighters to 2 from 1.
                             Increased bombard strength of Jet Fighters to 3 from 2.
                             Increased bombard strength of F-15 and Stealth Fighters to 6 from 4.
                             Reduced cost of Stealth Bomber to 200 from 240.
                             Gave all fighters lethal sea bombard (and the AI air bombard flag).
                             In addition, F-15 and Stealth Fighter have lethal land bombard.
                    Reason:  To increase the importance of airpower and to balance fighters versus bombers.
                    Comment: Now carriers can use fighers to sink other ships, instead of always carrying bombers.
                             St.Fighters are a viable alternative to St.Bombers. The F-15 is a good UU (for a plane).
                             The following table shows the change in cost-effectiveness of each air unit in 
                             bombarding.
                    
                             ===ORIGINAL===
                             Unit       Str  ROF  Cost Dmg(HP) Value(%Bbr)
                             -------------------------------------------------------
                             Fighter     2    1     8   0.17     16
                             Bomber      8    3    10   1.33    100
                             Jet Ftr     2    1    10   0.17     13
                             F-15        4    2    10   0.57     43 
                             St. Ftr     4    2    12   0.57     36
                             St. Bbr     8    3    24   1.33     42
                             Cruise     16    3     6   1.85    231*
                    
                             ===AU MOD===
                             Unit       Str  ROF  Cost Dmg(HP) Value(%Bbr)
                             -------------------------------------------------------
                             Fighter     2    2     8   0.33     31
                             Bomber      8    3    10   1.33    100
                             Jet Ftr     3    2    10   0.46     35
                             F-15        6    2    10   0.75     56*
                             St. Ftr     6    2    12   0.75     47*
                             St. Bbr     8    3    20   1.33     50
                             Cruise     16    4     6   2.46    308*
                    
                             Tables assume a 10-strength defender
                             Str = Bombard Strength
                             ROF = Rate of fire
                             Cost = shield cost / 10
                             Dmg = expected damage in HP
                             Value = Percentage of cost-effectiveness of bomber.
                             * = lethal land bombard
                    
                    Action:  Increased bombard range of Cruise Missile to 4 from 2, and its ROF from 3 to 4.
                    Reason:  To make this unit more useful, since some air units now have lethal bombard.
                    Comment: The Civilopedia says Cruise Missiles have a range of hundreds of miles. 
                             Higher ROF means it has an extra shot and a chance to kill healthy veteran units.
                    
                    Action:  Increased Helicopter range to 8 from 6, and transport capacity to 2 from 1.
                    Reason:  To make this unit more useful.
                    Comment: The problem with helicopters was that it was difficult to land troops behind enemy lines.
                    
                    Action:  Increased Paratrooper operational range to 8 from 6
                    Reason:  To make this unit more useful
                    Comment: For balance, the operational range of Helicopters and Paratroopers should be the same.
                    
                    Action:  Add the "Load" flag to Cruise Missiles.
                    Reason:  To make the loading of this unit official and not an exploit.
                    Comment: Without this flag CMs can be loaded into transports directly, but not from cities.
                    
                    NAVAL UNITS
                    -----------
                    
                    Action:  Added one move to all ships except: Galley, Caravel, Galleon, Ironclad, Carrier
                    Reason:  To make Privateers and Frigates more powerful, without unbalancing later units.
                    Comment: Naval movement was too low compared to late-game land and air movement. 
                             Player now has a strategic choice between Ironclad and Frigate, since the latter is slower.
                    
                    Action:  Added two moves to Carrier
                    Reason:  To reduce micromanagement of carrier protection.
                    Comment: Battleships and Carriers do not have a big difference in speed in real life.
                    
                    Action:  Reduced the cost of the Privateer to 40 from 60.
                    Reason:  To make this unit more useful
                    Comment: It was not a cost-effective unit. Privateers should be cheaper than the more powerful 
                             Frigates.
                    
                    Action:  Prerequisite of the Ironclad is now Industrialization instead of Steam Power.
                             Increased cost to 90 from 80.
                    Reason:  To make Frigates more useful.
                    Comment: Frigates became obsolete too fast. England might have a half-decent UU now.
                             Ironclads were actually more cost-effective for bombarding than battleships.
                    
                    Action:  Ironclad upgrades to Battleship.
                    Reason:  To compensate for reducing the shelf-life of this unit by making it available later.
                    Comment: The civilopedia says that the ironclad was "the forerunner of the modern battleship".
                    
                    Action:  Frigate and Privateer upgrade to Destroyer
                    Reason:  To encourage building these units
                    Comment: The upgrade cost is significant.
                    
                    Action:  Increased attack factor of Submarines and Nuclear Subs to 10 from 8.
                    Reason:  To make these units (and hence AEGIS) more effective.
                    Comment: Makes these units more dangerous on attack, but still vulnerable if attacked.
                    
                    Action:  Increased ROF of Battleships, and AEGIS by 1.
                    Reason:  To increase the significance of naval power.
                    Comment: Battleships are now as effective for bombardment as bombers.
                             The following table shows the change in cost-effectiveness of each naval unit in 
                             bombarding.
                    
                             ===ORIGINAL===
                             Unit       Str  ROF  Cost Dmg(HP) Value(%BB)
                             -------------------------------------------------------
                             Frigate     2    2     6   0.33    125
                             Man-O-War   3    2     6   0.46    173
                             Ironclad    4    2     8   0.57    161
                             Destroyer   6    2    12   0.75    141 
                             Battleship  8    2    20   0.89    100
                             AEGIS       4    2    16   0.57     80
                    
                             ===AU MOD===
                             Unit       Str  ROF  Cost Dmg(HP) Value(%BB)
                             -------------------------------------------------------
                             Frigate     2    2     6   0.33     83
                             Man-O-War   3    2     6   0.46    115
                             Ironclad    4    2     9   0.57     95
                             Destroyer   6    2    12   0.75     94 
                             Battleship  8    3    20   1.33    100
                             AEGIS       4    3    16   0.86     80
                    
                             Tables assume a 10-strength defender
                             Value = Percentage of cost-effectiveness of battleship.
                    
                    
                    IMPROVEMENTS AND WONDERS
                    ------------------------
                    
                    Action:  Great Wall now also adds city walls to all towns in the same continent.
                    Reason:  To make this wonder worth building.
                    Comment: This will mainly affect the outskirts of your empire (just like the real Great
                             Wall), since core cities will be larger than size-6 after Construction. 
                    
                    Action:  Increased happy faces for Cure for Cancer to 3 from 1
                    Reason:  To make this wonder worth building.
                    Comment: In the late game, when most empires have access to 6-8 luxuries, 
                             1000 shields for one happy face is just not worth it.
                    
                    Action:  Longevity requires Sanitation instead of Genetics. Reduced cost to 800 from 1000.
                    Reason:  To make this wonder worth building.
                    Comment: By the time of Genetics, most cities are already maxed out population-wise.
                    
                    Action:  Military Academy no longer requires a victorious Army.
                    Reason:  To make Armies more common, and war just for leaders less important.
                    Comment: The Heroic Epic still requires a victorious Army. 
                    
                    Action:  SS Life Support needs Recycling instead of Superconductor
                    Reason:  To force players to research more modern techs before launching
                    Comment: The civilopedia entry mentions the importance of recycling for this component.
                    
                    Action:  SS Stasis Chamber needs Genetics instead of Synthetic Fibers
                    Reason:  To force players to research more modern techs before launching
                    Comment: Cryogenics need a deep understanding of biology, including Genetics.
                    
                    Action:  SS Docking Bay requires Robotics instead of Space Flight
                    Reason:  To force players to research more modern techs before launching
                    Comment: Just say you need robotic arms to load things in the docking bay.
                             Only the purely military techs now aren't required for a space victory.
                    
                    Action:  Increased the cost of all SS components by 50%
                    Reason:  To make Manufacturing Plants a viable option.
                    Comment: The AI still places a high priority on building spaceship parts.
                    
                    Action:  Increased the upkeep of Banks from 1 to 2
                    Reason:  To make building this improvement less of an obvious choice.
                    Comment: The AI benefits from this change as it generally builds banks later than the human.
                    
                    Action:  Increased the upkeep of Research Labs to 3 from 2.
                             Increased cost of Research Labs to 240 from 200.
                    Reason:  To make building this improvement less of an obvious choice.
                    Comment: The AI benefits from this change as it generally builds labs later than the human.
                    
                    Action:  Prerequisite of the Pyramids is Mathematics instead of Masonry
                    Reason:  To increase the value of Mathematics.
                    Comment: The AI now researches this tech more often, so the human cannot bank on getting it
                             with minimum research.
                    
                    GOVERNMENTS
                    --------------
                    
                    Actions: Increased corruption for Republic from 'Nuisance' to 'Problematic'
                             Added 3 free unit support to Monarchy.
                             Increased worker speed to 3 from 2 for Communism.
                             Doubled free unit support per town/city/metro and added 10 free units for Communism.
                             Added 1 free unit per city and two free units per metropolis for Democracy.
                    Reason:  To reduce the relative effectiveness of Republic 
                             and the relative weakness of Communism
                    Comment: Non-religious civs rarely had a reason to be in any other form of 
                             government than Republic. Communism was never worth it, even for
                             religious civs.
                    
                    GLOBAL CHANGES
                    --------------
                    
                    Action:  Doubled value of Wealth
                    Reason:  To make this build option sometimes worth choosing.
                    Comment: It's still better to build units and disbanding them in corrupt cities (instead of
                             using Wealth and rush-buying), but at least now Wealth is more useful than it
                             used to be.
                    
                    Action:  Doubled effect of taxmen and scientists.
                    Reason:  To encourage 20+ size cities.
                    Comment: This might benefit the human more than the AI for cities under max-size, and
                             it adds some micromanagement. On the hand, having a few large cities rather than
                             many small ones reduces micromanagement, and presents the player with another 
                             decision.
                    
                    Action:  Doubled effect of entertainers
                    Reason:  To help the AI
                    Comment: The AI uses entertainers instead of the luxury slider. 
                    
                    Action:  Reduced cost of propaganda by 50%
                    Reason:  To make this option worth pursuing.
                    Comment: Playtesting by player 1 has indicated that this reduction in cost is not too much.
                    
                    Action:  Taxmen require currency
                    Reason:  To make the AI emphasize this technology.
                    Comment: Marketplaces are an important improvement, and currency is often neglected by the AI.
                    
                    Action:  Added "Enables Military Alliances" ability to Polytheism
                    Reason:  To help Religious AI civs B-line for Monarchy.
                    Comment: Why Alliances for Polytheism? "We believe in the same Gods, so together let's kill 
                             all those who don't...". Writing still also allows Alliances.
                    [/size]
                    continued in next post...

                    Comment


                    • Code:
                      [size=1]
                      
                      CHANGES TO AI
                      ------------------------------
                      
                      Action:  Increased optimal number of cities for the AI by 50%
                      Reason:  To compensate for poor AI Forbidden Palace placement.
                      Comment: Chieftain level is now identical to Regent, except that it has 150% the OCN.
                               AI plays at this level, which is no longer meant to be played by the human.
                      
                      Action:  Added "Enables Diplomats" ability to Code of Laws, Literature, Republic, Electricity, 
                                 Atomic Theory, Radio, Nuclear Power
                               Added "Enables Right of Passage Treaties" ability to Literature
                               Added "Enables Communication Trading" ability to Literature and Printing Press
                      Reason:  To make the AI emphasize these technologies more.
                      Comment: These abilities make no difference in gameplay, since they are already given by Writing
                               (which is a prerequisite of all of them).
                      
                      Action:  Removed the AI defense flag from Babylonian Bowmen
                      Reason:  To help the AI use this unit properly.
                      Comment: If the AI upgrades its defending Bowman to a Longbowman, it ends up with a lower 
                               defensive value, and is vulnerable until it can build a new defender.
                      
                      Action:  Removed the AI offense flag from Mech. Infantry.
                      Reason:  To prevent the AI from attacking with these units.
                      Comment: Infantry built for attack (because the AI didn't have the resources to build cavalry 
                               or tanks), is now converted to a defensive role and will never attack. This makes the
                               AI have to build new offensive units, which helps because Tanks are always available when 
                               Mech Infantry is available.
                      
                      Action:  Removed AI explore flag from Keshik and added it to Conquistador
                      Reason:  The Conquistador is the Explorer UU replacement, not the Keshik.
                      Comment: This was probably a bug in the stock version anyway.
                      
                      Action:  Added "Emphasize Production" to advisor settings for all AI civilizations.
                      Reason:  To bring AI irrigation, mining, and worked tiles closer to what expert human 
                               players have found optimal.
                      Comment: The AI used to irrigate too much and had to compensate by assigning many entertainers.
                               The result was often large but unproductive cities.
                      
                      Action:  Changed AI build-often list as shown below
                      Reason:  To bring AI build order closer to what expert human players have found optimal
                      Comment: Added production to all civs to encourage factories. Added trade to all civs to
                               encourage harbors and marketplaces. Removed growth from all civs because the AI
                               already emphasizes growth too much. Removed Culture from many civs because the
                               AI already emphasizes culture over production and trade. Encouraging AI to take 
                               advantage of their traits: Scientific have Science flagged, Religious have 
                               happiness, Militaristic have units.
                      
                               Civilization  Off Def Arty Setl Work Nav Air Grth Prod Hap Sci Wlth Trad Expl Cult
                               ----------------------------------------------------------------------------------
                               Rome (4)       X   X                          -    X                 +
                               Egypt (3)                                     -    X    +            +         -
                               Greece (3)                            X            +        X        X         -
                               Babylon (4-3)                                      +        -        +         X
                               Germany (5)    X                                   +        X        +         -
                               Russia (4)                                X   -    +        X        +
                               China (2)                                     -    X        -        +
                               America (3)                               X   -    X                 +         -
                               Japan (4)      X                      X            +    X            +
                               France (1)                                         +    -            X         -
                               India (1)                                     -    +    +       X    X         -
                               Persia (4)     X                                   +        +   -    X
                               Aztecs (4)     X                                   +    X            +
                               Zulu (5)       X                                   +                 +
                               Iroquois (2-3) +                              -    +    X            +    -
                               England (3)                           X            +            X    X         -
                               Mongols (5)    X                                   X                 +
                               Spain (3)                             X            +    +       Q    X    -
                               Scandinav (4)  X                      X            +                 +
                               Ottomans (3)          X                            +    -   +        +
                               Celts (4)      X                                   +    +            X         -
                               Arabia (4)                                    -    +    +            +         -
                               Carthage (2)                          X            +                 X
                               Korea (2)             +                            +        +   -    X
                      
                               X = build often
                               - = removed
                               + = added
                               Q = removed build never
                               The number in brackets after the civilization name is its aggression level.
                      [/size]

                      Comment


                      • Summary of important changes since AU mod 1.06:
                        • Musketmen cost 60 shields again. (Back to original) As I said in player 1's thread, the reduced cost shortened the lifespan of knights, and now with PTW there are even more civs with knight-level UUs. It made it too tempting to skip Chivalry and go directly for Cavalry. With the original cost, only rich civs can afford to instantly upgrade their pikemen when they get Gunpowder. This was also the case in real life, by the way: Pikemen did not immediately disappear with gunpowder.
                        • Increased the AI-value of neglected technologies. Code of Laws, Literature, Republic, Polytheism, Mathematics, Currency, Printing Press, Electricity, Atomic Theory, Radio, Nuclear Power. The only changes the human player will see are 1) Polytheism allows Alliances, 2) Pyramids require Mathematics, 3) Taxmen require Currency.
                        • Increased the optimal number of cities for the AI. 50% for now, to compensate for poor FP placement.
                        • Tweaked build-often preferences. Culture and Growth do not need to be emphasized, as they are already. Trade is important for everyone (harbors and marketplaces).
                        • Adopted several changes from player 1's mod. Increased bomber range, increased cannon cost and ROF, no AI defense for Bab. Bowmen.
                        • Adopted several PTW UU changes from player 1's mod. Hwach'a, Keshik, Elephant, Conquistador, Guerilla, all had their stats tweaked. However, left Berserk and cost of Guerilla as in the stock version.
                        • Doubled value of entertainers. I know this is controversial, but let's at least try it in a couple of games. It seems to help the AI a lot.

                        Last edited by alexman; November 26, 2002, 18:56.

                        Comment


                        • Originally posted by nbarclay
                          You're right that something feels off about Bezerks being as powerful on offense as cavalry; your values probably do make more sense, but I still prefer to stick with the stock version.
                          Good reasoning.
                          I prefer also to keep old values as much as possibile when making my MOD, but in this case I chosed otherwise (personal taste). It probably has also something to do with PS MOD upgarde path form Med. Inf. to Riflemen (not Guerilla). Which would theoreticly make Vikings get worse unit after getting Nationalism (so my vlaues partialy fix that).

                          In regard to battleships, in the stock game (at least according to the PtW Civilopedia), the ROF is 2. But bombers have a ROF of 3 and only cost 100 shields. Also note that the ROF is irrelevant when attacking directly, so if you increase the ROF and then charge more as a result, you charge players for an ability they may or may not use depending on what role their battleships play.

                          Nathan
                          In both PS & AU mods it's ROF of 3. And that's pretty powerfull if used against another ships. Also good againts land too. Remeber that naval AU game, and that picture with lots of Battleships and completly "pillaged" cost by naval bombing. That done with AU's ROF 3 Battehips. Also Battelship is much more then "bomber". It's both combat and attack ship. My testing showed that ROF 3 skews Destroyer vs Batteship balance enough to give them a little bit higher cost.

                          By the way I upped AEGIS Cruiser's defense to 12 (which gives stats of 12/12/cost 160). That would make them better in escort & anti-air missions.

                          Comment


                          • Originally posted by alexman
                            I would like to move Alliances to Polytheism, at least in addition to having them in Writing.
                            I can't use alliances without embassies.
                            It could be used just to increase the AI value or you could give it embassies as well. Either way, your realism justification is out.

                            Originally posted by alexman
                            Action: Removed the AI defense flag from Babylonian Bowmen
                            Reason: To help the AI use this unit properly.
                            Unlike Player1's, AU Bowmen have zero range bombard.
                            This can make a large difference for stacked defenders being attacked by horsemen.
                            If a war triggers the babylonian GA, it is an advantage to have this as early as possible so defending bowmen are good.

                            You could have bowmen upgrade to pikemen instead.
                            This would work like the infantry upgrade. It's probably more reasonable than JW -> horsemen.

                            I've recently learnt not to attack babylon early on.

                            Comment


                            • 1. Polytheism allows Alliances

                              Why not remove this ability from Writing then? If we're not going to move Hanging Gardens back one tech, we might as well flesh out the tech tree by making Polytheism useful for the human player too (not just apparently useful to the AI).

                              2. Taxmen require Currency.

                              Why not make Scientists require Literature? This is what I've got in my mod (seems to make sense, and works well too now that they're effect is doubled), and it would help the AI to research Literature, as needed.

                              3. Increased the optimal number of cities for the AI. 50% for now, to compensate for poor FP placement.

                              This may create a pretty powerful AI. However, since it doesn't affect gameplay (other than difficulty) in any way, I'm all up for trying it (and perhaps moving down to Monarch in the process!).

                              4. Guerillas power up to 7 from 6.

                              Why not just increase it to 8? Infantry and Guerillas are meant to be equally powerful in the standard game, so might as well make it so with this mod too. Simply a matter of aesthetics, since +1-power is no big deal at that stage of the game.

                              5. Doubled value of entertainers.

                              We'll see how this goes. It will be my goal to break this change in the next AU scenario! If I can't (and no one else does), I admit it's a good change to the AI.


                              Looks like everything is in order. I'm still wondering why Monarchy is so useless without Hanging Gardens, however. It sounds like people are saying that Monarchy (the government) is useless itself...maybe we should improve it? And if it is so useless, I doubt anyone researches Monarchy (the advance) just for the HG. I'm confused.


                              Dominae
                              And her eyes have all the seeming of a demon's that is dreaming...

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                              • Originally posted by Nor Me

                                I can't use alliances without embassies.
                                Well, almost. Other civs can establish embassies with you and you can use them. But if it's rare, that's actually what I wanted to achieve in the first place. Influence the AI without changing gameplay. As for the realism justification, there are worse ones already in the game (how do you know the alphabet without knowing how to write?)

                                Dominae, Monarchy is not useless. It's just not worth the Anarchy, most of the time. It's often used as a war-time government to replace Democracy due to WW, but by that time you don't need to research the tech.

                                I will move Scientists to Literature. That's a good idea.

                                I will also look into another way to boost Writing, which will lose AI value if we remove Alliances.

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