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THANKS MAN
Not obvious to me what causes it (after looking at the code), but it happens consistently.
You can add the others but they are more for slowing down progression without messing with overall balance of the game, and some very minor AI tweaks and bonuses. I have all but the larger slowdown mod active as I am currently testing a new version of that mod.
Btw, I assume all your mods are compatible with each other? I wanna try most of them.
Thank you for your work.
Updating this mod to reflect using this bug fix. AI will now get one extra charge instead of 2 for emperor / immortal.
The previous additional psedoyields adjustment did not help to fix the issue with the latest pack, and actually affected the AIs priority for holy districts so the AI is better without those changes in both situation.
With the new pack active or the new pack disabled. The change that help the AI way more is the extra charges they get. Plus the higher chance to create builders.
1. Disabling the latest pack (Khan and Vietnam) fixes the luxury issue. So playing without it until its fixed.
2. After testing the AI does fine with lower improvement pseudoyield, the AI still improves way better than standard game. I also did not see a difference removing the other yields boosts so they are gone, it actually helped the AI when I removed them.
Continue tweaking ... you head in the right direction I think ;)
I have both mod enabled (AI booster, AI builder boost)
Two things I noticed in a test game with corporation mode on (observer with standard settings, Sweden won science in a decent 316 turns)
- They still did not improve more than one luxury per type until the industrial era, even with several builders lounging around.
- When they started to build industries, I observed a cycle where they destroyed their brand new industries to put a plantation on the resource, then upgraded to industry, destroyed that etc., (obviously burning through their charges quickly). So the Preference settings might not exactly work as intended.
A reduction the priority to 2 for builder resulted in 2-3 civs competing but the land is not as developed and luxuries are not developed quickly enough.
So as you stated the increase of priority of builder seem to slow them down as they create builders, and if ancient time ends then you get less civs with holy districts.
So that's the price we pay now I think. So I am thinking I will leave it like this for now, as it mitigates the bug that hopefully will get fixed, you could try a mod that slows things down like the real tech tree and see if it helps. I get lots of competition for prophets in my games but again I stay a little longer in the ancient era.
When Firaxis fixes the bug I will lower the priority of builders or remove it and leave the extra charges.
You can find the mod(s) in the workshop folder in the steam folder, copy it to you game mod folder under the user, then change the name and GUID, and modify the bonuses to apply to King difficulty and you can even lower the standing army value in the AI Booster back to defaults.
Or maybe its time to go for Emperor. :) A lot of standard high difficulty rules apply on this level as well.