Thanks for the comments, everyone. It's good to debate these things from time to time. Keep in mind i'm in no way claiming any of these changes are for the better with respect to your mod. Just injecting a few new ideas (if they are new). Anyhow, in the spirit of debate and progress, i'll play devil's advocate and reply to a few things.
No, but i suppose i could learn how to do that. There are more changes yet unmentioned, so if i do get it up online, keep in mind it's not exactly a AU game-testing type mod. it's really just for my own pleasure.
Point taken. I tried to at least read all of Alexman's posts. I will be implementing many AU changes into my mod.
Well, i don't really have a counter-argument here, but i will say that my style of 'struggle -grow bigger -be the biggest - get bigger -win' has altered since i tried this. But, i am only one guy and can only do so much playtesting. I think AU's current solution is a good one and i only recommend considering an alternative.
I agree that since changing the 'build often' orders, the ai builds them a little more often. But do you not think that factories are already one of the single best improvements? i think nerfing them a bit is not unbalancing, rather it's balancing. Same thought goes for hospitals. Isn't it nice to know that you can build a hospital, grow your city and it will not fall into disorder? I mean, really, I'm glad the city i live in has a hospital.
On a side note, i think someone mentioned part of the problem with the ai not building factories is that they cost alot of shields. Well, why not split the factory into 2 buildings, say 'factory a' and 'factory b'. They both cost 120 sheilds, produce +1 production, +1 pollution, one has a maintenance of 1 and the other 2. one would be a prereq for the other. Just a thought.
Yes, it does. I generated dozens of maps with these settings and it once placed a start position on a mountain(!), of all places. I think it gives pretty good spots for the capital, but after that... well where's the fun without a little diversity and challenge. If you get stuck behind a jungle - deal. Same if you get stuck on an island. Harder, but not impossible. Since when are the start positions fair anyway? Maybe you could ask a native american how they liked their start position. (Ok, sorry that was o/t, but i couldn't resist.)
Yep, but very rarely. I think there's too many resouces in the game already. They should be scarce and worth fighting over.
Yes. Forests, absolutely, simply because there's rarely a 'jungle' of forests. There always seems to be a good patch a tile or two away. Jungles, sometimes. If a city gets built on the edge of a jungle, the jungle gets cleared within the borders. If that city gets razed, the ai might settle deeper in, etc. It does use colonies fairly well, however, so city building is not that big of an issue.
I'll take your word for it, but i haven't yet seen such anomalies.
This is a more complicated question, but it boils down to my concept of strategy, my concept of history, and the concept of civ in general. As the unmodded rules are, building cities often, anywhere, and everywhere is the way to go. That's not what i had hoped for before i got the game out of the box and unravelled the basic winning strategies. History (talking real-world here) has shown that it's not the people, it's not religion, it's not wars that make winners and losers out of civilizations, it's the terrain. Why did europeans conquer the americas and not vice-versa? As an example, the americans had no horses, no cattle, and no domestcatable animals capable of doing heavy labour. Thus, they did not 'invent the wheel' as we know it. The europeans, on the other hand, had great domesticatable plants and animals, mostly thanks to the fact that the terrain allowed easy access to the fertile crescent. Also, because of the diverse east-west terrain, alot of independent civs could take hold and create a great amount of in-fighting, which sparked great scientific advancement. So there's merely one example. Ask someone who knows what they're talking about and you'll get lots more about this. but i digress.
I just want to see the terrain actaully worth something, i mean it should be a tough descision- do i build here and get the gold or do i build there and get more grassland? That's why i also advocate decreasing the strategic resources and the ocn. Do i build a worhtless city (maybe even a costly city) to get this resource or can i just peacfully trade for it?
Fair enough. But i will add that since the ai uses colonies in my mod, they do religiously build fortesses on them too.
Yes and yes. No reason why not. i love 'em.
Okay, but which is worse, a free wonder every era, or palace jumping, which i might add, costs your (potentially) most productive city and is kinda risky? Note that the ai never ever moves the capitla.
So far no worries there. Make sure jets are marked as 'ai defence' only and they'll build them to counter your airstrikes.
Substitute 'undsirable' with 'challenging' and i agree with you 100%
Do you have a mod we could D/L?
Some of them are too radical for this MOD...You'll notice the link to 2 prevoious ~500 post threads in the title
As you said, expanding is all-powerful, so you with your change you would end up having large, powerful and inefficient human empires, and small, weak and efficient AI empires. The human would be at the advantage here (moreso than usual).
You risk reinforcing already bad AI build choices so that would have to be playtested. ... Are you sure your not underestimating the AIs ability to build factories when its at peace.
On a side note, i think someone mentioned part of the problem with the ai not building factories is that they cost alot of shields. Well, why not split the factory into 2 buildings, say 'factory a' and 'factory b'. They both cost 120 sheilds, produce +1 production, +1 pollution, one has a maintenance of 1 and the other 2. one would be a prereq for the other. Just a thought.
Firstly, does the map generator know that these are uninhabitable?
inaccessible resources on islands.
Does the AI eventually colonise forest/jungle?
I've seen the AI unload wheeled tanks on the other side of a jungle before now. Tanks were originally wheeled in this mod but it's been changed.
'Added 4 commerce to gold' ...a more reasonable change but why?
I just want to see the terrain actaully worth something, i mean it should be a tough descision- do i build here and get the gold or do i build there and get more grassland? That's why i also advocate decreasing the strategic resources and the ocn. Do i build a worhtless city (maybe even a costly city) to get this resource or can i just peacfully trade for it?
I think that's already been suggested and debated. Only the human can use forts effectively when they're useful.
If it can be shown that increasing the effect of specialists at any point helps the AI and it works graphically then why not?
But it just means I should be prepared to palace jump (abandon the capital) which is even more of a silly exploit than just building it elsewhere.
Giving aircraft the ability to rebase and then do something else is an intriguing proposition. ...as long as it doesn't undercut AI effectiveness unacceptably
Adding the "wheeled" flag to most units has the undesirable side effect of making bad starting positions a lot worse. Sometimes there's only room for a handful of cities (maybe even just one or two with real growth potential) near the starting position and then you have to cross several mountain or jungle tiles to get anywhere else. Such situations are hard enough to deal with without having to road through the tough territory to get military units out (especially for a non-industrious civ).
Comment