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Protra3211
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Changing the scoring numbers in DiffDB file.
Found in Gamedata
Player 1 in MyMod made these changes for example
Wonder Factor 200 from 500
Opponents Conquered 250 from 500
Its seems as you reach the monden age your able to catch up to the Ai by wonders or feats of wonder(which the AI never gets) . How many times has the Ai ever conquered anther Civ or able to use the Feat of Wonder option. In some parts of the game reducing scores might help with balancing
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drulius
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Lubbock, Tx USA
Jan 1970 time: 23:32
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I have an idea that removing piracy from unit abilities and abstracting it into the trade model would benefit the game.
In the games I've played, piracy appears to be only partially effective early in the game, if the human player sets up early routes over water and is waiting for modern naval vessels before building a navy... But basically it's just a nuisance. The human can almost inevitably go immediately to diplomacy and demand an end to the piracy, threaten war, and get an agreement which can hold for the rest of the game (but at least 15 turns unless a war cancels all agreements?)
I've seen an AI ironclad spend 50 turns camped on one of my trade routes, every turn attempting to pirate the route but getting rasberried by the no piracy agreement every time.
In this abstract model the operators of a trade route couldn't pirate it, but any other civ the trade route crosses (if the route crosses international water, any civ that can build a boat in the same body of water) would have the option of "investing" in pirating the routes. The profitability of the pirating venture would depend on the route's exposure to the pirates. If the route takes ten tiles along roads the pirate owns, then high exposure for the operator/ high profit for the pirate, If the route takes two tiles across international water 25 tiles away from the pirate's port, then low exposure for the operator/ low profitability for the pirate. The effects of piracy on each trade route would show up on the trade screen like crime in each city does on the national manager screen, and could still be dealt with diplomatically, but could also be partailly mitigated by direct anti-piracy investments (protecting ocean routes with escorts easier and more effective than arming convoys through intermediate civs)
Piracy would be an extra tab in the trade manager showing all piratable trade routes available to the prospective pirate, the initial investments required to set up each pirating operation, the per turn gross profits expected from each operation, and the number of turns before net profit (after payback of the initial investment) of each privateering operation.
Anti-Piracy would be an extra column on the existing routes tab showing percentage of expected profits devoted to anti-piracy. Spend all the profits and kill all the piracy, but infinitely extend the number of turns before payback of the initial investment of setting up the route... (the initial investment is "build time for the caravans" not the same as the anti-piracy cost which is gold)
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Mihai
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Bucharest, Romania
Jan 2000 time: 07:32
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Diplomats has too little use - they establish embassies and hold receptions and then what? Not to mention that they aren't stealth and quite vulnerable. I end up using my diplomats to explore and blocking civs that I am not at war with.
Spies can be very well abstracted, the same way as caravans. You will build spies and have them in a pool. You can send them in missions or keep them at home for conter-intelligence. The conterintelligence ratio will rise proportional with the "concentration" of spies at home (spies/population or spies/cities). The rate of success of enemy spies will decrease with your ratio of conterintelligence. Maybe the spies orders could have an time aspect - if you want the orders to be executed faster, the chances drop, but if you give your spies more time, they will have a bigger chance of success. Also your spies can have low risk task (or no risk at all) like reporting you how big the enemy cities are or what tile improvements he builds - the kind of info that anybody can see; that would spare you of the need to have a (preferable stealthy) unit wandering into enemy teritory.
It would be interesting if you could choose where the trade routes pass thru. The income from a trade route could be at a certain value be default (as it is calculated now), and decrease if the route choosed by you is longer. But you can avoid enemy teritories and therefore the risk of pirating.
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