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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:21
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I forgot that it's Monarch... I definitely feel the difference.
Another interesting aspect of AU 103 (SPOILER AHEAD), is that I have really been the only meaningful warmonger in the game, taking over America's island. I would have thought that would have tripped the aggression flag, which usually enhances the winner / loser feedback loop, but 1) I guess I was not enough of an imminent threat, and 2) I maintained polite or gracious relations with everyone.
My guess is that, in addition to starting environment, resource distribution, build prefs, etc., there needs to be at least two civs with aggression at +2 (inclusive of the human player) in order for worldwide aggression to contribute to the rise of a killer AI civ.
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=DrJambo=
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Athens of the North
Jan 2002 time: 05:21
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quote: Originally posted by Theseus
My guess is that, in addition to starting environment, resource distribution, build prefs, etc., there needs to be at least two civs with aggression at +2 (inclusive of the human player) in order for worldwide aggression to contribute to the rise of a killer AI civ. |
I was actually just going to suggest the opposite.
The AI is usually very good up until the late medieval, early industrial age. This is because many are at peace and expanding into the unsettled land. As soon as they fill up the empty spaces they look to picking a fight.
The reason the human player catches up in the industrial period is the AI spends most of the entire period in one war or another, signing MPPs or MAs with each other. Meanwhile the human sits in democracy, building infrastructure and speed-researching techs.
What i was going to suggest was to lower the balance of aggression across some of the civs. The balance is already way off centre as it stands...
Aggressive setting (number of civs):
1(2)
2(2)
3(4)
4(6)
5(2)
Therefore in the late period, once all land is settled, all you tend to get is a lot of AI civs fighting and falling behind. At least some of the civs should be encouraged to remain in peace and build infrastructure and research tech. Reducing the number of civs in the aggressive 4 setting should help contribute to a more balanced game, or so i think. 
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:21
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OK, the Coastal Fortress shouldn't be that big of an issue, but let's get it settled anyway. As I see it, we have three options within the scope of this mod:
- Leave unchanged: The improvement stays useless and it gets built by neither the human nor the AI.
- Make it produce 'elite' units: We would do this by removing the veteran flag from harbors, adding it to CF, and adding 1HP to all naval units. We would also add an upkeep cost, but not increase the shield cost, so the AI is encouraged to build them. If you don't build them, everything is as before, since most cities with enough production to build ships, already have a harbor. The AI will probably build them in wartime, just like barracks.
- Make it a sea baracks: As above, but move it to astronomy and remove resource requirements. Add upkeep and increase cost. [Edit: and remove the HP bonus to naval units]
I vote for the second choice, because it's a good compromise of changing as little as possible. Elite units are less common for naval units (less battles), so the HP change is not critical, but it avoids naval battles between 3HP units, which are very unpredictable. (The difference in randomness of results between 3HP and 4HP is greater than that between 4HP and 5HP). Also, I'm not a big fan of the idea of having the fortress fire at ships before cannons are available!
What does everyone else think? (Lockstep, I know what you think )
Last edited by alexman on 14-08-2002 at 18:42
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