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@TikaTops try adding late game AI https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2939752243 on top of this mod, and bump up the difficulty to higher than deity if it's not doing what you're after.
@Infixo, I just wanted to say I love this mod and use it on all my games, thank you for making it and I hope you keep maintaining it!
('RST_CONQUEST_POWER_RATIO_MULTIPLIER', 150),
('RST_CONQUEST_POWER_RATIO_LOG_MULTIPLIER', 150),
('RST_CONQUEST_AT_WAR_PRIORITY', 50),
('RST_STRATEGY_MINIMUM_PRIORITY', 10),
('RST_GUESS_SCALER_CONQUEST', 120),
This is for you
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1656782378&insideModal=0&requirelogin=1
Btw. not sure how it was in vanilla but with this mode Ai make stupid trades like I have traded 1 luxury for 2 luxury + some gold per turn.. who would do that? They are quite strong in the game, probably didn't needed it that much.
You have to use other mods to limit the number of units a civ can have.
I have to say that my main concern with the standard AI does not really seem to be fixed: The AI leaders still settle in spots that make it easy for me to obtain their cities through cultural influence, or sometimes by military. Getting one or even multiple "free" cities in the early game gives me a massive advantage leading to me dominating the mid-game.
For me, this was also the main reason I was able to beat the standard AI on Deity difficulty.
I played on King difficulty so that the AI starts with 1 settler each, too, and was hoping that this mod would make the game more challenging. From the mod description, there should not be a big difference between the difficulties regarding the general approach of the AI, correct?
I have one gripe though, which is that the AI never seems to build anti-air, so they always get rolled by planes. Might just be my games, though.
Overall though it's a huge improvement. I can see them focusing on specific victories and building up lots of military. Exactly what I wanted.
« You can't turn a donkey into a racehorse » as we say here, if they’re a bit broken from the start, it can be hard to improve, indeed… That’s a real shame !
Well, didn’t they end up releasing previous civ data once the new one got out ?
To fix this, Firaxis need to release the source code, so modders can make true changes to the AI.
I'm a bit scared, looking at the code I get the feeling that they’re added one by one =/
I added several wonders to my game, but I’m almost alone to build them ! ^^
The map size is quite large 128*80.
And yes? there are many civilizations - 60 of them.
Time - Middle Ages.
I fight enough, otherwise it’s not interesting. )
But as I said, there are no places.
What's a mod to limit the unit number?
Or maybe you simply have too many aggressive AIs.
Or maybe the game is too peaceful and units accumulate.
Or maybe is a byproduct of Late Game AI - I understand you ARE in late game and many people complain that AI is too weak at the end. Perhaps try to wage some wars?
Or use a mod to limit the unit number for all players.
In my game, I have difficulties with the movement of troops, since all countries produce so many units that they do not fit on their territory. And there are no empty seats.
Is it possible to somehow correct this?
I also use the mod "Late Game AI".
will it works when I play victory condition only score and rest is turned off ?
I hate religion and other victory conditions expect war one
We are getting desyncs often enough in our new game that we should be able to troubleshoot easy enough by disabling this mod.
I was in fact researching the trades, but no to avail. I couldn't find a param or setting that would allow to somehow tweak trades :(
I have a semi related question: do you think is possible to mod how AI values trades? I would like to them value "Open borders" a lot more, but not sure if that is moddable.