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Pyrodrew
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Overall I agree with most of the AU Mod changes in the lastest update. I'm impressed. I've read about half the posts in the recent AU Mod Thread, but didn't find too much on this...
quote: In modifying the table, I followed these rules:
Maximum of four build-often items per civ.
Production a build-often for everyone
Each civ needs at least one marketplace category (trade, wealth, or happiness)
Take advantage of civ traits: Scientific->Science, Religious->Happiness, Militaristic->Offense (or Defense) and trade (cheap harbors etc), Expansionist->Growth or Explore.
Don't change anything unless it violates one of the above rules.
Edit:
India: wealth instead of growth
Rome: culture instead of growth
China: culture instead of growth
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India & Rome are Commercial Civs. To "take advantage of civ traits" wouldn't Growth include Commercial?
Commercial - Cities with large populations produce extra commerce. Levels of corruption are lower.
I agree with removing Growth from China. But aren't you taking some of the Commercial power from Rome & India by removing their Growth trait? Or has everyone found Growth to be inferior to Wealth & Culture, even for Commercial Civs, from testing (I didn't read all AU posts/threads)?
Last edited by Pyrodrew on 07-11-2002 at 21:27
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One_Brow
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I'm just checking...
I thought checking the "Growth" option would mean an increased tendency to produce buildings that directly impact the growth of a city (Aqueduct, Hospital, perhaps Granary and harbor). It does not seem likely to affect worker choices.
Also, can you chnage in the editor which buildins correspond to which flags? That might help encourage certain key buildings.
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Pyrodrew
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quote: I thought checking the "Growth" option would mean an increased tendency to produce buildings that directly impact the growth of a city (Aqueduct, Hospital, perhaps Granary and harbor). |
That's the problem. The AI builds those buildings when it doesn't need them. See alexman's post in the General Forum regarding Food Addiction & the granary.
As for aqueduct & hospitals we always have the wife to tell us to build a new aqueduct & hospital. The AI has this wife too, except it probably listens to it more than we do, much like a governor.
Harbors will still likely be built "often" for trade (commercial) & military reasons for Civs.
Removing the "Growth" often option would not prevent the AI to build those buildings, just better prioritizes it.
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