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Also mod is compatible with newest content updates.
I've been thinking about how to ameliorate this problem for a while. The best thing I can come up with is to bias it towards building more rams. Then towards trebs once the Renaissance arrives. It should be doable with the modding tools we have.
Even better would be to bias the AI against attacking without having first encircled the targeted city. I don't think Firaxis has provided us with the tools to do this however.
I’m not able to get the exact values for production atm but you can find the mod folder inside ”steam\steamapps\workshop\content\289070”. Open the sql-files with notepad, It’s quite easy to find (and change) the values and their names are self-explanatory.
I’ll put up a table with complete changes in mod description soon.
Anyhow...
I don't currently have the game installed but in the beginning, you'd only have to deal with the (+5% x level of difficulty) for AI and (-5% x level of difficulty) for Player on certain outputs. Level of difficulty is calculated as Prince = 1, King = 2, Emperor = 3, Immortal = 4 and so on. So, on Immortal it'd be +20% in certain outputs for AI and -20% for certain outputs for player. Remember vanilla game would be +32% for AI as they have +8% for each difficulty level but no penalty for the player. So with my mod the AI on Immortal has a 8% bonus advantage over the player.
TL;DR. AI bonuses are quite small in the beginning, but existant, and in the modern era they can be quite large depending on difficulty level. An estimated bonus for AI on Immortal difficulty for science would be +20% (5% x difficulty level, which is 4) +0.5-0.75%/era/difficulty level. Modern era is 6 or 7 I believe. Difficulty of immortal is 4).
As I said I really need to make a table of this.
Overall I'm loving your mod btw.
So on Emperor, AI will get +30% to gold and production plus the small incremental percentage added when the AI each era.
I have no idea what hide state evolved is.
Gold and production doesn't have any penalties for the player, would be way to harsh imo.
Upon reaching next era the AI gains additional bonus to science and culture depending on difficulty level.
Great mod -- I'm play testing your suggestion now (slight increases from the .75 up to 2.0 and then holding steady at 2.0) -- will let you know what I find as well.
Inside the mod folder, search for "EraScaling.sql". Edit with notepad. You'll find lines like: "('SCIENCE_SCALING_CLASSICAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0.75),"
This line says: "When an AI player reaches Classical era, increase their total science yield in every city by 0.75%. Do this once for every difficulty above prince."
One thing you can try is to increase the values to maybe 1.0-1.25 per difficulty/era.
Still too easy?
You could make a staggered increment. Like this:
('SCIENCE_SCALING_CLASSICAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 0.75),
('SCIENCE_SCALING_MEDIEVAL', 'Amount', 'LinearScaleFromDefaultHandicap', 0, 1.0),
Then continue with the rest of the ERA-lines in the same manner changing the last number, 1.25, 1.5, 1.75 and so on.
This way the AI gets it's yields increased exponentially instead of linearly and can be even more competitive late game. You'll have to fiddle with the values and playtest.
With this mod, the boost is just enough to make sure the AI keeps up with your optimized science, maybe even a bit more or less depending on the AI's civ. There is no case where you roll up with muskets and the AI already has robots rolling around. Also the 5% player penalty is in the sweet spot where you don't actively feel it but the pace is just right.
Only suggestion is maybe give a slight boosty to ai great ppl points aswell? i notice they have higher yields than me but less great ppl points