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zArkham4269 - The issue I have with that is I personally do not like super fast build times. I tried adjusting the code force the AI to pick more affinity techs but it hasn't improved much. Thou if you decide to play in the highest difficultly settings I am happy to inform you that they will have as much if not more affinity points then you have at any given point.
Most games I play, by the time I get to around 4 in an Affinity, I can just push for a Domination victory. I think the Marathon research speed just gives too much time for the human player to go after quests, gain Affinity and then just whale on all the other factions who are lucky to have 1 or 2 affinity upgrades.
The extra health on OBSERVATORY is not a useful addition. The Observatory requires a working Firaxite improvement to build in a city. The improvement comes from researching ROBOTICS, which allows Firaxite MINES to be built.Furthermore, some cities do not have the Firaxite resource, so the Observatory does not even appear in the build menu. These 2 drawbacks impair the Observatory as a useful early game health increase.
Instead, switching the extra health included on the Observatory to the VIVARIUM, researched through ECOLOGY, would be a useful early game health increase. The Vivarium also has the advantage of being built in all cities. The Vivarium is also a good choice of building as it improves food production, which can be seen as keeping the population healthy.
I think the problem this mod may have compared its Civ V brother is the quest choices are really important and I'm thinking the human player actively pursues them and thus gets affinity bonuses whereas the AI doesn't. Perhaps this mod might need a affinity bonus mechanism for the AI? It's really no fun running over factions with 0,1,0 units with my 4,2,7 units.
@boclapsaddle - I will look into changing the trigger for warmonger to be more realistic but I won't have the time to do that till mid Dec. But that is a much more managable project and I should be able to tackle it successfully.
This is, I think, the biggest problem with this mod in BE and in Civ V: The AI is often too stupid and by mid-game, you should be able to roll right over them. The problem, as I see, it is there seems to be no middle ground. Upping the difficulty level goes from easy win almost instantly to Human can't win. =[ I will try again, though, on a much harder difficulty. I'm just worried the aliens will then become too much of a problem in the early game.
The modded Crescent Company is only 0,1,0 with Vesperians are 5,0,0. I don't remember what the Hive was before I wiped them out. Odd that the Lord's Believers are 1,0,1 and thus ahead of one of the modded Civs.
@zArkham4269 - So you're saying that your modded civs are not teching up or just the normal ones? And also they are not gaining affinities?
Any feedback on this would be appreciated.