The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
NEVER and ALWAYS are extremely radical decisions ...
A solution could be, to change the values for NEVER and ALWAYS to SELDOM and VERY OFTEN and / or to introduce 1 or 2 extra levels inbetween in this list.
This would make it possible to have more variety between the civs without unbalancing the game.
Soren, anything you can tell us about the AI in 1.14f?
Does the AI still build guerillas when it has rubber?
Does the AI still irrigate grassland in Despotism?
Does the AI still try to grow its unhappy cities?
Does the AI still build settlers when the city is too small?
Any changes in build priorities?
Any changes in research priorities?
From my latest game - it looks like a human did it, but I promise it's the AI (with the AU Mod - could thataffect this?
ah, my question in the other thread is thus answered.
one more question: is this game with 1.14f? or did you start it before you patched? ..... just wondering if Soren did any AI tweaks (y'know, just minor ones ) in the patch or if the mod can take the praise for this AI performance.
If I'm posting here then Counterglow must be down.
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
I'm still playing AU 205, starting at 1.04 and upgrading to mid-game... Persia and Aztecs (!) are kicking ass.
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Just to confirm that with 1.14f the AI no longer irrigates grassland under despotism. One exception, and thank God (a.k.a. Soren) Firaxis thought of it, is to bring irrigation to other, non-grassland tiles that would have otherwise had no access to fresh water, and grassland tiles that actually benefit from the irrigation (wheat and cattle).
Originally posted by ducki
This is a clean 1.14f fresh start game with the AU-PtW mod on Regent.
Scary, especially considering there's another AI that's either 1 turn ahead or 1 turn behind Xerxes.
Spooky.
Is it possible that "Action: Added 'Emphasize Production' to all AI civilizations"* applies not only to builds, but also to the mining/irrigation equation??
I made a series of short 1.14f tests yesterday, this way: I added Settlers and Workers as "Build sometimes" to the city governor, enabled it and allowed it to manage moods, emphasize production and manage the build queue, and set my worker on automated. That should nearly be what the AI does.
Results:
Worker: If a luxury is in the city radius, the worker tries to connect it. If not and a shielded grassland is there, the worker mines it . If after the first expanding a luxury is available, it will be connected. After the worker made 2-3 improved tiles for the capital, it starts to chop forest or to clear jungle around the capital. This I didn't like much, because at this time usually a 2nd or even 3rd city is founded and a trade network would be better, even more if we have a luxury. And it is unnecessary to improve more than 2-3 tiles for a city, which doesn't grow much above size 3 due to Settler builds.
City governor: Build 2 Warriors and then switch to Settler. It doesn't yet care, if there's enough food surplus to grow to size 3 before the Settler is ready. After Bronze Working, it chooses 2 Spearmen instead of 2 Warriors. As soon as a wonder becomes available, build it in the next city that completes a build.
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