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Unfortunately, the AI doesn't seem to be able to handle it at all. I've played about three games now using it, and every time the AI succumbs to its own over expansion and ineptitude, and starts losing cities. A couple loses wouldn't be an issue, but the compounding loyalty modifier of all those free cities means that, pretty quickly, the AI can't win their cities back, and eventually entire continents are sprawling with free cities and overthrown capitals. And gods help them if the AI enters a Dark Age. There's no coming back from that for them.
That said, there is the entertainment factor of watching the AI bad mouth me, only to lose their capital and the next turn and cease to exist.
1. Can't really do anything with Trading Posts in terms of modding, except change what the yields for passing through them are. Can't even have abilities detect if a Trading Post is present.
2. Can't link religious pressure and amenities.
3. An amenity system as granular as that would be really tedious to implement and break numerous abilities in the game (Scotland off the top of my head) and also break compatibility with mods.
For the other points: Amenities only affect yields and city growth, can't affect Diplomatic Favor or Power. Cannot use amenities or Happiness status to affect anything else at all. You can't use Happiness as a requirement for any modifiers.
Don't really know if having even the capitals rebel was intended, but it was funny to see a Civ disappear by overextending itself.
I will try a few more games with these mods and see whether this happens often.
Speaking of which, having the number of cities lost scale with your difficulty sounds kinda cheesy for the AI, and might kinda ruin the point of the mode on higher difficulties...if you end up making some changes for DA like you did for apocalypse, I'd probably start there to level the playing field and then do some even grosser things
I plan to use both!
I'm even working on a separate mod for more severe Dark Age penalties...maybe that'll be too much though :)
Of course, it'll work fine, but I mean from a balance standpoint. Dramatic Ages seems to do sorta what this mod is aiming to do, with excess era score becoming greater loyalty pressure, and dark ages being *awful*, and I'm wondering if combining the two would be excessive or still appropriate (since I prefer this mod's loyalty/amenity mechanics over vanilla).
Will it improve the ai or will ai be less competitive for human players?
Out of all the changes in this mod, the one you're pointing out is honestly the least consequential.
@ChrisMartin - I've been playing myself with a modified version of this for a while, but Firaxis's Amenities changes spurred me to release this :) You have interesting ideas that I'll keep an eye on, but at the moment I want to be sure I don't make everything too punishing.
@N7Zebracakes - Neat idea but unfortunately not the simplest thing to implement. I'm not sure how impactful it'd be, but I'll mull it over.
@Taco Shack - Ecstatic Cities are already rewarded with bonus yields and Loyalty. The point of this mod is to make things more challenging, not easier :P
As we see today IRL, this causes increased government spending, reduced local business revenue, and also (sadly) loss of life.
Can buildings maintenance cost increase and reduced income in cities with reduced Amenity? Should cities loose citizens?
Maybe have some Policy Cards that can be used to "enforce and/or introduce" stability until Amenity are again provided?
I very much agree that there is no challenge with Amenity in Civ6, and would love to have some adjustments to "tame" my first wide play, then late-game tall game.