In an effort to develop a mod which makes up for the weaknesses of the original game (and masked- sometimes well, in later mods) conclusions have lead me to a couple of fundementals that need to be fixed; city development: placement and improvement, and strategy.
My aim with this play test is to discover how a game mod improves the developmental ability of the AI. My theory is that the basic concentration on farming, will be improved by this City Expansion mods 'mandatory' production/commerce improvement (balanced by less food.)
It is based upon the City Expansion 2.2 mod, by Pedrunn and BlueO.
It includes a number of changes:
* City Expansions were initially invisioned to be disadvantageous. They are now slightly advantageous, and concentrate on production and commerce. The tile improvements override the valid tiles to give:
(Age/Food/Prod/Comm)
Ancient 5/15/15
Medival 5/20/20
Modern 5/25/25
Genetic 5/30/30
Future 5/35/35
Sea city extension values are unchanged from the original.
* City Expansion tiles cannot be pillaged.
* Local pollution is less easy to trigger (800) and global flooding/warming is twice as difficult to get to.
* Impossible difficulty level includes only one settler for the AI (the same as the human.)
===
The test game is intended to be played at Impossible on a Huge map, with 5 opponents. Pollution is optional, but suggested.
It's been tested in a cursory fashion, and the base mod, which its derived from has been extensively tested. It should cause no serious difficulties
You should make every effort to avoid offensive war. Do not conquer or pillage an opponents territory, except when all available land has been settled, and only then should you take over an opponents land to keep up with the AI in terms of cities ONLY.
Defensive measures, including defensive war is permitted in any case.
Save every 1000 years (including first turn). Since AD improvements were not implemented in the default AI, you can stop at the end of BC.
===
Installation:
Basic Prerequisites:
1) Download and install the CTP2 Patch 1.11 --> http://apolyton.net/dir/index.php?si...ts=3967&cat=30
2) Download and install the Modswapper --> http://apolyton.net/dir/index.php?si...ts=3967&cat=29
3) Download and install the Apolyton Tile File --> http://apolyton.net/dir/index.php?si...ts=3967&cat=39
4) Download and install the City Expansion v2.0 mod --> http://apolyton.net/dir/index.php?si...ts=3746&cat=28 by unzipping it into the CTP2 base folder.
Make sure the prerequisites are ok.
Unzip the file cityexpansion22-PGRmod.zip (attached below) in your CTP2 base folder.
You will find the option to play with it when launching Modswapper - City Expansion v2.2 PGRmod
Thanks for your participation and don't forget to save!
[NEW version uploaded... including the AI just building farms, never mines].
My aim with this play test is to discover how a game mod improves the developmental ability of the AI. My theory is that the basic concentration on farming, will be improved by this City Expansion mods 'mandatory' production/commerce improvement (balanced by less food.)
It is based upon the City Expansion 2.2 mod, by Pedrunn and BlueO.
It includes a number of changes:
* City Expansions were initially invisioned to be disadvantageous. They are now slightly advantageous, and concentrate on production and commerce. The tile improvements override the valid tiles to give:
(Age/Food/Prod/Comm)
Ancient 5/15/15
Medival 5/20/20
Modern 5/25/25
Genetic 5/30/30
Future 5/35/35
Sea city extension values are unchanged from the original.
* City Expansion tiles cannot be pillaged.
* Local pollution is less easy to trigger (800) and global flooding/warming is twice as difficult to get to.
* Impossible difficulty level includes only one settler for the AI (the same as the human.)
===
The test game is intended to be played at Impossible on a Huge map, with 5 opponents. Pollution is optional, but suggested.
It's been tested in a cursory fashion, and the base mod, which its derived from has been extensively tested. It should cause no serious difficulties
You should make every effort to avoid offensive war. Do not conquer or pillage an opponents territory, except when all available land has been settled, and only then should you take over an opponents land to keep up with the AI in terms of cities ONLY.
Defensive measures, including defensive war is permitted in any case.
Save every 1000 years (including first turn). Since AD improvements were not implemented in the default AI, you can stop at the end of BC.
===
Installation:
Basic Prerequisites:
1) Download and install the CTP2 Patch 1.11 --> http://apolyton.net/dir/index.php?si...ts=3967&cat=30
2) Download and install the Modswapper --> http://apolyton.net/dir/index.php?si...ts=3967&cat=29
3) Download and install the Apolyton Tile File --> http://apolyton.net/dir/index.php?si...ts=3967&cat=39
4) Download and install the City Expansion v2.0 mod --> http://apolyton.net/dir/index.php?si...ts=3746&cat=28 by unzipping it into the CTP2 base folder.
Make sure the prerequisites are ok.
Unzip the file cityexpansion22-PGRmod.zip (attached below) in your CTP2 base folder.
You will find the option to play with it when launching Modswapper - City Expansion v2.2 PGRmod
Thanks for your participation and don't forget to save!
[NEW version uploaded... including the AI just building farms, never mines].
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