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WesW
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Florence, Al., USA
Jan 1970 time: 23:15
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I never could figure out exactly how the ages worked in the game. I learned early on that you could not add more ages to the AI cheats in the diffdb, yet you could add them to the ages text.
My best guess is that the ages defined in the diffdb refer to hardcoded turn numbers in the exe, while the ages defined in the ages text are just for changing the city styles (as well as giving you the gratifying messages.) Of course, I could be wrong.
The main things hamstringing the AIs after the Medieval age are their refusal to disband old units in favor of new ones, and their poor use of available trade routes, which gets them in financial trouble. Not building commerce TIs also hurts, as well as other things, I am sure.
Still, you would think the AIs would still be able to keep up given their large cheats. I don't think it would be too hard to plug in the original ages text and see if it made a difference to the game. You could do this for saved games, and compare values for the AIs with the MM2 vs. the original file.
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Cube
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El Paso, Tx
Nov 2000 time: 22:15
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Wes,
For the unit problem, you could try using Peter Trigg's unit updater slic. I got it from craddle, but i think the update cost for the human are too high.
About units I think the AI keeps too few of them in their cities. I remember in the original game the English had 12 units in almost all of their cities , and they were up to date. They had about 200 or so units, and if the mods were out then, they would have whooped me even though I had 100 units. Now AI's keep at most 6 units in their cities. You need to add more agressive civs, I have played at least 5 games, and I have only gotten few agressive civs.
The Gold problems for the AI's can be solved by getting rid of the -1 gold per citizen line from the granary and food silo. I usually avoided building food silos until I got rid of this line, and gave them upkeeps. In my current game 2100 something, most of the broke AI's went from negative gold to slight surpluses, after I changed this. 
Happiness is also a problem. I think the Theater shouldn't go obsolete. I have also never seen one of the AI's build advanced happiness buildings like Stadiums, Movie Theaters, or VR amusement parks, even though they can build them. You could get player1's happiness changes for strategies.txt.
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penny
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linköping,sweden
Jan 2001 time: 05:15
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i just downloaded medmod II v1.1 (oh well, the latest) and the installment went fine to i startade installning modswap. I downloaded, unziped and clicked on setup and it complains on registry damaged or something like that, but my registry is fine.
i use win95 and here are some errorreports.
--------
NOTE: Beginning of the bootstrapper section
CONFIG: Title: "CTP2 Modswapper 1.12"
ACTION: TempFile: "C:\WINDOWS\SETUP1.EXE"
(File was not found or was an older version -- new file copied)
ACTION: RegKey: " HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\Curr
entVersion", "SharedDLLs"
*** ERROR: Failure writing to the system registry. The registry may be corrupt, or you may not have the required permissions to write to the registry.
*** ERROR: (User Responded with 'OK')
*** DURING THIS ACTION: SharedFile: "C:\WINDOWS\SYSTEM\VB5StKit.dll"
---
any tips how to solve it?
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