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Will the diplomacy improvements cover the AI being smarter about Supreme Leader elections? I think Lal called one election as soon as he could and he was only a few votes off from winning outright, like single digits short. I was his pact sister. Maybe he thought I'd vote for him? He then waited much longer than 10 years to try again.
How much did the sea level rises affect the size of the continents, e.g. how much of them got submerged and on which timeframe? Did you notice any other significant changes in AI behaviour?
Being the Governor only means you can call the Council every 10 years on different proposals. You still have to wait the full 20 years to bring up a specific proposal again.I think of these votes as being kind of like warning shots: the AI has this big of a population, if you don't do something about it they're going to win the game outright. Of course, as was so aptly demonstrated in my last game, that something is usually to invade the offending AI to steal their votes...
Update: So far I've had three sea rise events on 2/5 settings and abundant life:2249: 66m2263: 266m2278: 266mThis is entirely AI-driven. I'm playing the Gaians and have almost no eco-damage and no advanced terraforming improvements. Lal and Zak have both chosen Green economics but I'm not sure if they need the efficiency (their empires are not very large). Morgan is on Simple for some reason. Yang, who sticks to Planned, did indeed start on his own continent. I saved the game at the start so it will be easier to compare initial coastlines with final. I know at least Zakharov has Advanced Spaceflight but he has not proposed a solar shade. It's not because of sunspots.Lal seems to be getting his eco damage under control thanks to inducing vicious fungal pops and by building The Pholus Mutagen (damn him!). I am seeing trance units everywhere (which are really annoying for my worm-based army!).By the way, AAA foils/cruisers are effective against me because I typically defend myself from sea invasions with needlejets. Is that your doing?
I don't remember if ecodamage sea raise is limited to some height or is it never stops when started. Does abundant life affect ecodamage? Don't remember this either.All AI tweaking is Induktio's doing from Thinker mod that is included in this one.
I always found the amount of sea level rise a bit ridiculous so I turned it off in my own mod. All ice on earth melting is only about 80m of sea level rise.I'd argue that extreme pollution might actually lower sea levels as the oceans start to boil over, more water vapor in the air. Also would make the planet drier. But supposedly that takes a huge amount of pollution, 10x or so of all Earth's fossil fuels. And Chiron doesn't have any natural fossil fuels at all. Although all those synthetic ones could be theoretically worse somehow.
It might be useful to set the global warming modifier to 1/3 or something. It's probably not excessive given how quickly these thresholds are being met.
A new develop build 20200526 is now available from downloads. Here are the changes:* Road building algorithm has been completely rewritten to build more natural looking road networks.* AI will now build magtubes after the tech is acquired.* Draw visual marker around the population label of HQ bases to identify them more easily.* New option: auto_relocate_hq will automatically move lost HQs to another suitable base.* Fix revised_tech_cost formula to calculate SE research effect similarly to vanilla game.* Reduce overall sea level rise frequency to 1/3.* Add Trance Scout Patrol and Police Garrison predefined units.....> This should work no matter how I mod alphax.txt on scients patch correct? Might give it a try once I get all the kinks out of my tech tree rebuildWhat do you actually mean here? Nothing here should be incompatible with alphax.txt editing.
* Road building algorithm has been completely rewritten to build more natural looking road networks.