Цитата Сообщение от Alex__ Посмотреть сообщение
опиши, насколько хорошо было выправлено ии в 5ке, ничего не знал об этом
Не ставил, не играл, я же его только вчера нашел, когда озаботился поиском подобного мода для шестёрки. Есть тема на форуме, начатая 2 года назад про мод на пятерку, вот читай: http://forums.civfanatics.com/thread...igence.536193/. В первом посте под спойлером все изменения в геймплее, сделанные в XML файлах. Вытащу сюда:
Скрытый текст
  • City strategy "Need Tile Improvers" has a threshold of 50 (from 67)
  • City strategy "Want Tile Improvers" has a threshold of 33 (from 40)
  • City strategy "Have Training Facility" alters flavors for tile improvement, expansion, growth, and happiness by -1 (from -3)
  • City Strategy "Capital Under Threat" alters Defense flavor by +35 (from +25)
  • Expansion flavor +5 in the AI's original capital
  • Economic strategies "Expand Like Crazy" and "Grow Like Crazy" give +75 Expansion and +75 Growth flavors respectively by (from +10)
  • Economic Strategy "Losing Money" now alters Gold flavor by +40 (from +25), Mobile flavor by -10, Ranged flavor by -10, and Naval flavor by -10
  • Economic Strategy "Losing Money" now checks and can trigger every turn (from 5 turns)
  • Economic Strategy "Early Expansion" now alters Defense flavor by +10
  • Economic strategy for Conquest Grand Strategy alters Air flavor by +10 (from +5), Mobile flavor by +5, and Gold flavor by +5 (to pay for unit upkeep)
  • Economic strategy for Spaceship Grand Strategy alters Growth flavor by +20 (population = science) and Gold flavor by +5 (to put it on similar footing as the other Grand Strategy stuff)
  • Economic strategy for Spaceship Homestretch alters Science flavor by +40 (from +25; helps the AI complete techs for parts it has not unlocked yet), Gold flavor by +10 (both an equalizer and helps the Freedom ideology), and Production flavor by +15 (helps direct towards improvements that increase production, thereby speeding up parts production)
  • Increased the effect grand strategies' primary flavor has on the AI choosing said grand strategy to 9/10/10/16 (from 9/10/10/13) for Conquest/Culture/Diplomacy/Spaceship respectively
  • Increased the influence of Grand Strategies on certain City Specializations: Conquest increases Gold specialization weight by 50, Diplomacy and Culture increases Science specialization weight by 50, Spaceship increases Food specialization (ie. Settler Pump) weight by 50
  • AI Conquest Grand Strategy's flavor effects added or altered: Offense by +3 (from +2), Expansion by +2 (from +1), Military Training by +2 (from +1), Air by +2 (from +1), Nukes by +6 (from +1), Mobile by +2, Defense by +1, Naval by +1, and Water Connection by +3
  • AI Culture Grand Strategy's flavor effects added or altered: Culture by +3 (from +2) and Religion by +2 (from +1)
  • AI Spaceship Grand Strategy's flavor effects added or altered: Spaceship by +4 (from +2), Science by +3 (from +2), Production by +2 (from +1), Religion by -2 (from -5), Great People by +1, and Gold by +1
  • Nukes flavor now increases drastically depending on the AI's Military Strategy: "At War" gives +20, "Empire Defense" gives +15, "Empire Defense Critical" gives +50, "War Mobilization" gives +10, and "Losing Wars" gives +30. For reference, the "Need Nuke" gives +150 Nukes flavor.
  • AI Military Strategy "War Mobilization" alters Growth flavor by -10 (from -50 in vanilla, -10 in Brave New World, this helps with warlike civs' science)
  • Commerce City Specialization alters Production flavor by +20 (from +10) and Growth flavor by +30 (from +20)
  • Science City Specialization alters Production flavor by +20 (from +10)
  • General Economic City Specialization alters Production flavor by +25 (from +20), Growth flavor by +30 (from +20), and Culture flavor by +20 (from +30)
  • Target gold and science yields per citizen increased by 0.3 and 0.5 respectively for the following city specializations: General Economic (now 0.3/0.5), Military Training (now 0.3/0.5), Military Naval (now 0.3/0.5), Commerce (now 1.3/0.5), and Science (now 0.3/1.5). Target food and production yields per citizen remain unchanged.
  • Modified Multi-Unit Formation settings to 1) allow for more flexibility between ranged and siege units, 2) allow for smaller task forces, 3) allow certain land task forces to also contain a single naval unit, 4) no longer have the AI place melee units into "slots" meant for ranged units, and 5) force fast-moving task forces (eg. Fast Pillagers) to only contain fast-moving units
  • Minimum Personality score now set to 1 (from 0) to fix possible divide-by-zero situations in the DLL code leading to wonky AI behavior
  • The AI can now send Great Generals with City-State attack squads
  • The AI will now place ranged units with a range of 1 (ie. gatling guns, machine guns, and bazookas) into the front row of formations when necessary
  • The AI will consider rushing items that take over 5 turns to build (from over 15 turns to build)
  • The AI places an extra 15 priority on techs that unlock unique units/buildings/improvements (from extra 5 priority)
  • The AI is a lot less schizophrenic when it comes to grand strategies: it will keep Grand Strategy directions active for at least 20 turns (from 10 turns), and during Grand Strategy rerolls, it will give each Grand Strategy a random extra priority up to +12 (from +50)
  • Grand Strategy rerolls do not force the AI to switch to less desirable options: other players' grand strategies multiply a certain grand strategy's weight by up to 10 (from up to 50) during AI rerolls.
  • Grand Strategy priority multipliers for Culture and Tourism ratios are now 50 and 100 respectively (from 75 each)
  • Reroll weight modifiers for the Conquest Grand Strategy have been adjusted as follows: being at war gives +20 (from +10), nobody met gives -25 (from -50), and conquered civilizations give +50 each (from +15 each). To compensate for possible overaggression, power ratio for Conquest Grand Strategy weight is multiplied by 125 (from 100).
  • Reroll weight modifier on the Conquest Grand Strategy for having met nobody now activates 40 turns in (from 20), but gives -100 (from -50)
  • Early AI expansion baseline set to 6 cities (from 8).
  • Plot value for strategic resources increased by +80 (from +50, the bonus is now double a luxury resource's plot value bonus)
  • Fierce land dispute increases plot value by +8 (from +6)
  • 250 Gold priority given to buying plots (from 275), but buying requirement is halved when treasury has contains over 500 gold (from 1000 gold)
  • Diplomacy has 50 Gold base priority each (from 150) and Defensive buildings have 250 Gold base priority (from 400), while Upgrades have 200 Gold base priority (from 150)
  • Worker plot evaluation is multiplied by 6/6/3/3/2 based on food, production, gold, science, and culture yields respectively (from 2/2/1/1/1)
  • Military threat weights for Minor/Major/Severe/Critical are now 1/3/9/27 (from 1/3/6/10)
  • Minimum units the AI desires to defend lands now increases by 1.5 per city (from 1.0 per city), allowing a unit to patrol between two cities to defend against barbarians
  • City specializations are rerolled every 4 turns (from 50)
  • City specialization reroll weight modifiers have been modified as follows: food specialization weights alter by -25 per number of cities (from -50), production weights alter by +1 for building the next wonder (from +0.2), science specialization weight alters by +40 for science flavor (from +20) and +40 for spaceship flavor (from +10)
  • City categorization thresholds altered: medium is now 6 population (from 5), large is now 15 population (from 12)
  • Negative gold income alters target gold yield per citizen by +0.5 (from +0)
  • Automatic Citizen Management's yield type values for Production, Science, and Culture are now 9/8/7 respectively (from 12/7/15 in Brave New World, 8/6/8 in vanilla)
  • AI's now recruit units within 6 tiles for City Attack operations (from 5 tiles), but only 3 tiles for Tactical Pillage operations (from 5 tiles). Up to 6 turns can be spent recruiting units for operations (from up to 5 turns), up to 12 turns in case of operations in enemy territory (from up to 10 turns)
  • Forward Muster commands are considered at 25% danger or less (from 20% or less)
  • When evaluating the AI tactical map, unit strength is multiplied by 20 (from 10); a zone is considered dominant at 40% ownership (from 25% ownership)
  • Tactical move priority randomness range is now 3 (from 6); homeland tactical move priority randomness range is now 5 (from 10)
  • Max turns to move for homeland defense is now 3 (from 4). This doesn't stop the AI from defending its homeland, but instead forces it to use units that don't have to travel as far.
  • Diplomatic weights for Weak/Strong/Fierce land disputes are now 1/3/9 (from 1/3/5)
  • Danger values for diplomatic approaches have been altered as follows: Deceptive is 0.4 (from 0.1), Hostile is 0.8 (from 0.2), Bully is 0.8 (from 0.9)
  • When spreading religion, unowned plots are multiplied by 4 (from 3), owned plots are multiplied by 6 (from 5), and worked plots are multiplied by 6 (from 8)
  • Missionaries will be sent to destinations up to 8 turns away (from 10 turns)
  • Annexation thresholds set to 0.4 for normal (from 0.5) and 0.8 for aggressive (from 0.75)
  • Ideology value based on Hostile/Guarded/Afraid/Friendly approaches to players already running the ideology is -20/-10/10/20 (from -8/-4/6/12)
  • Ideology value based on Happiness set to 5 (from 3)
  • Ideology value bonus for each free tenet set to 40 (from 36)
  • Ideology value based on Grand Strategies set to 400 (from 300)
  • Diplomatic Opinion modifier based on no/weak/strong/fierce land disputes set to -1/5/25/125 (from -6/10/20/30)
  • Diplomatic Opinion modifier based on no/weak/strong/fierce victory disputes set to -1/5/25/125 (from -6/10/20/30)
  • Diplomatic Opinion modifier based on no/weak/strong/fierce wonder disputes set to -1/5/10/20 (from 0/10/15/20)
  • Diplomatic Opinion modifier based on no/weak/strong/fierce minor civ disputes set to -1/4/16/64 (from 0/10/20/30)
  • Opinion Threshold to possibly declare war if current Grand Strategy is Conquest set to 10 (from 50)
  • War evaluation if not prepared set to -150 (from -100)
  • War evaluation for game threats none/minor/major/severe/critical set to 10/25/75/150/300 (from 0/20/50/100/150)
  • War evaluation based on soft/favorable/average/bad/impossible target set to 200/100/-25/-150/-300 (from 100/50/-25/-100/-200)
  • Thresholds for observations of aggressiveness levels low/medium/high/incredibly set to 5/15/25/35 (from 10/25/50/80)
  • Military and Economic strength ratio multipliers for diplomatic/war evaluation set to 125 and 110 respectively (from 100 each)
  • Barbarian "Capture City" tactical move's priority is now 11 (from 9, placing it above Blockade Resource, Attrition, and Move to Safety for barbarians)
  • "Move to Safety" tactical move's priority is now 20 (from 11, placing it above Pillage Resource, Attrition, and Damage City)
  • "Damage City" tactical move's priority is now 11 (from 15, making it possibly exchangeable with Heal and Low Priority Attrition once randomness factor is taken acount)
  • "Heal" tactical move's priority is now 10 (from 8, placing it above Park on Trade Route and equal to Low Priority Attrition)
  • "Low Priority Attrition" tactical move's priority is now 11 (from 12)
  • "Barbarian Camp" tactical move's priority is now 13 (from 11)
  • "Reposition" tactical move's priority is now 2 (from 1)
  • Base war preference against City States when running a Conquest Grand Strategy is now 5 (from 8), but 20 when they're also neighbors (from 10)
  • War preference against City States who are neighbors is now 2 (from 1)
  • War preference against City States based on Impossible/Bad/Average/Favorable/Soft target is now 0/10/50/100/150 (from 10/20/40/110/130)
  • "Area is full" threshold is now at 80% tile ownership (from 50%)
  • 19 empty tiles are required for the early expansion strategy now (from 25 tiles)
  • Units executing the following tactical moves can now be recruited into operations: Pillage, Safe Bombard, Bastion, Garrison, Guard Improvement



Он еще и код правил, кроме того.