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We had a blast with v3 though! We fully finished one game with zero desyncs on a big map, tried another two and the AI always worked great and the game was 100% stable!
Today we got our first desync crysis, but it happened on a huge map with +2 AI over the normal limit (mod) on turn 424 with more than a hundred of cities build and Mongols and Congo AI's huge armies wondering around the map so I have no hard feelings about it. Without your mod we usually get first desyncs before turn 120 on big maps and around turn 60 on huge maps, so I think your mod actually makes the game more stable than vanilla civ, lol.
I tried to tweak war/peace time to 20 turns using DIPLOMACY_WAR_MIN_TURNS(or PEACE, I am keeping them equal) in the file Ops.sql.
Default of the mod was 15, so I assumed that 15*2 = 30 and shifted to 10. This gave me 25. So I then assumed 15+15=30 and tried 5 (5+15=20). This gave me 15.
Setting the variable to the following gives me:
5: 15 (+10?)
7: 14 (*2?)
8: 16 (*2?)
10: 25 (+15?)
15: 30 (*2?)
Would you know why the number acts like this?
Also, I love how much aggressive are Cultural civs with archeologists, I once declared war on Pericles (who was way ahead in terms of culture but behind in science and military) and the first thing he did was sending like 5 archeologists to my land, absolute gigaAI
- all avaliable space to settle shall be settled. Ai ends with multiple cities in absolute useless places, instead of producing better options. In fact, often I see the ai with 3 or more settlers sitting on their borders because there's simply no more space anywhere to settle. And yet, it keeps producing settlers.
- bad enemy strenght avaliation: ai often declares war when in total disadvantage. It would be interesting if the ai build up their strenghs before suiciding itself in impossible wars. I saw this feature on the Unciv (a fan-made civilization v for mobile) where upon declaring war, the ai would gain some units to make up for this lack of power awareness and war preparation, could be interesting for making up civs lacking army. Perhaps in form of a project that convert population in units? Could be good as desesperate measures for civs that want to fight till the end.
The AI literally no chance of ever winning the war and surviving, and still refuses to surrender when I ask it to stop. The only way I could ever ends any wars the AI declares on me is to eradicate them. Can you fix this?
And also maybe some way to stop the AI from EVER sending embarked units without a naval escort? If the AI isn't on my continent/island it can never win war because it just sends over unguarded units that can't dock or do anything and just litter the ocean with garbage.
I play on Marathon so "eh the AI is just useless and braindead until bombers and nukes" is NOT a viable solution.
Huge improvement on the base game though and I feel it was somewhat more immersive than real strategy but of course I've only finished one game. The AI pivoted towards different victory conditions and was actually coming close to a science victory. I think even with this AI there still needs to be some cheating to get them really rolling. Is there a way to nerf walls or even just the player's walls so they can take them out with a few strikes? Maybe free upgrades for units once a resource is obtained? I think the diplomacy aspect is great but combat could use a bit of tuning. Going to keep using this on a few more games, thanks for all your hard work
How well does this mod interact with longer game speeds, and Extended Eras by p0kihel?
I've noticed sometimes the AI just doesn't attack with ranged units, or sometimes doesn't build the full amount of districts in it's city and it makes lots of units, but this could be due to weird interactions with Extended eras since I'm also running that, but I've seen other comments talking about the AI freezing up and not taking free attacks with ranged units when it can
your mod has been translated by onyxum into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.