The main features of Cradle III, added to Cradle 1.3. The readme contains more, but these are the highlights.
A. Battle Slaving has been reduced. (enslavement limited to Great House Leaders and Praetorians/Janissaries.) Slaving was always overpowered, now
B. Great Houses - Wonder units with added attributes (create plunder and recruits)
C. ADDED VICTORY SETUPS
1. Religious Victory option - this will have to be adjusted on your setup, because the point system is geared for 400-600 turns, and the AI actually can achieve this victory over the player
2. Birth of an Empire option - You probably can leave as is, because the AI can't pull this off. Basically, the player has to create a lot of high-cost, little gain buildings and create Colony tile improvements all over the map (75% coverage)
D. Leadership training feature (Gold cost)
E. Government-specific Ancient/Medieval Melee units - this feature makes government switches a lot more costly, because your army will be stripped down of infantry units, and you will have to rebuild. The AI is under the same rule, so what you will notice is AI stacks that will disintegrate and the AI presenting weaker stacks from time to time (which could be what you are seeing in your game)
YOUR SETUP
Make the change in CRA...const.txt to reflect your changes
END_OF_GAME_YEAR_EARLY_WARNING 1700
END_OF_GAME_YEAR 1800
Because of the changes you made to the timeline, you probably have huge stretches of the game where all you are doing is cranking out military units. The extension means that you have plenty of time to create every building, and tile improvement you can in every city - with plenty of time to spare. For me, at least, I prefer having to deal with an either/or choice (and I'm a builder-style player over a warmongor).
You may need to revisit costs of those items to give you more balanced game.
The second observation is that the longer the game goes turnwise, the more it slides into the player's advantage. Because the AI is scripted to follow a particular path down the advance tree, the player can focus on the key ones. Couple that with the length of time it takes to research, and the player can milk the advantage when he does have it. Granted, the AI does get a lot of advantages at the start of the game, so this so called player advantage in the mid-game may not be severe. But I can see it swinging more towards the player in your setup because when the player has 50-100 turns to create a powerful unit type (over 20-30 turns), he can really do a lot more with it. If you raze unwanted cities, that extra time call allow you a great advantage to clear out an AI.
I play with a house rule...no retreats because
1. the AI does not use this feature
2. It can be a HUGE slave exploit
3. Now add your discovery to the list
Since the AI is not near as focused as the player in exploiting it's full military advantages (when it has it), it helps balance things out. Its the same as razing cities. The player can easily bypass the city cap, while the AI (because it does not raze) is trapped.
IMO, civ4 is a better AI when it comes to combat...even over AOM.
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A. Battle Slaving has been reduced. (enslavement limited to Great House Leaders and Praetorians/Janissaries.) Slaving was always overpowered, now
B. Great Houses - Wonder units with added attributes (create plunder and recruits)
C. ADDED VICTORY SETUPS
1. Religious Victory option - this will have to be adjusted on your setup, because the point system is geared for 400-600 turns, and the AI actually can achieve this victory over the player
2. Birth of an Empire option - You probably can leave as is, because the AI can't pull this off. Basically, the player has to create a lot of high-cost, little gain buildings and create Colony tile improvements all over the map (75% coverage)
D. Leadership training feature (Gold cost)
E. Government-specific Ancient/Medieval Melee units - this feature makes government switches a lot more costly, because your army will be stripped down of infantry units, and you will have to rebuild. The AI is under the same rule, so what you will notice is AI stacks that will disintegrate and the AI presenting weaker stacks from time to time (which could be what you are seeing in your game)
YOUR SETUP
Make the change in CRA...const.txt to reflect your changes
END_OF_GAME_YEAR_EARLY_WARNING 1700
END_OF_GAME_YEAR 1800
Because of the changes you made to the timeline, you probably have huge stretches of the game where all you are doing is cranking out military units. The extension means that you have plenty of time to create every building, and tile improvement you can in every city - with plenty of time to spare. For me, at least, I prefer having to deal with an either/or choice (and I'm a builder-style player over a warmongor).
You may need to revisit costs of those items to give you more balanced game.
The second observation is that the longer the game goes turnwise, the more it slides into the player's advantage. Because the AI is scripted to follow a particular path down the advance tree, the player can focus on the key ones. Couple that with the length of time it takes to research, and the player can milk the advantage when he does have it. Granted, the AI does get a lot of advantages at the start of the game, so this so called player advantage in the mid-game may not be severe. But I can see it swinging more towards the player in your setup because when the player has 50-100 turns to create a powerful unit type (over 20-30 turns), he can really do a lot more with it. If you raze unwanted cities, that extra time call allow you a great advantage to clear out an AI.
Originally posted by thistleknot
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1. the AI does not use this feature
2. It can be a HUGE slave exploit
3. Now add your discovery to the list
Since the AI is not near as focused as the player in exploiting it's full military advantages (when it has it), it helps balance things out. Its the same as razing cities. The player can easily bypass the city cap, while the AI (because it does not raze) is trapped.
IMO, civ4 is a better AI when it comes to combat...even over AOM.
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