Sid Meier's Civilization V

Sid Meier's Civilization V

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Faster AI Research
   
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2019 年 10 月 1 日 上午 7:43
2019 年 10 月 11 日 下午 3:20
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Faster AI Research

描述
Increases the science generation speed of the AI based on what era it is in.

Ever felt like the game is challenging for the first half, then around the Renaissance the ai's bots just fall behind?

This mod adds a percentage boost for the science speed of every AI city, depending on its era.

By default, it will make the AI research faster and faster the more eras it advances after the renaissance.
My personal recommendation is to set the difficulty to Emperor or Immortal and add this mod so the AI can keep up with your research during the later parts of the game.
You can easily change the values to make the AI advance in science even faster or slower, so it matches the experience and difficulty you want!


A bit in depth explanation for how this works for those who want to edit the values themselves:

The mod adds new free buildings that the AI gets for free in each of its cities, one for each era. The buildings work like regular science buildings and add a % boost to science. For example, the renaissance building adds a 20% boost to its city. These buildings can not be acquired by the human player.

The buildings are cumulative (work like addition) so the Modern sceience building which adds 25% more to science means that the total bonus science the ai gets for each city is +45% (Its cities will have both the Renaissance and modern science buildings).

You can edit these values in "EraBuildingsYield.xml" (change the number inside "Yield" for each era).
The values can be negative, so you can abuse the bots if you wish!
9 条留言
Lion6767 2020 年 4 月 28 日 上午 9:17 
Found an Issue. When the ai capture any cities, those era buildings dissapear. And it will not be added before the next era check is trigged.
nothing 2019 年 11 月 4 日 上午 9:11 
Thanks for the good mods, but I have a question.
Wouldn't it be better to give other AI civilizations a free building when player civilization enters a new era if AI civilizations don't keep up with the pace of player civilization?
A civilization that has not reached its age seems to end up with low science.
[C|◇] Typical Lama [✚] 2019 年 10 月 12 日 上午 10:29 
Same opinion as kenneth on this
BurgerAttacker  [作者] 2019 年 10 月 11 日 下午 6:29 
@Herbus even on diety, once you pass the ai in research, its falling behind super hard. This mod fixes it.

Also some people don't like fighting the endless hordes of swordsman of the diety ai
Hebrux 2019 年 10 月 11 日 下午 6:08 
Ai falling behind in research? I just increase the difficulty. Problem solved.
kensw 2019 年 10 月 10 日 下午 3:57 
I have over 6000 hrs logged in this game about 3000 of that is actual game time
I just play for fun now - no min maxing
Lady Crimson (RIP) 2019 年 10 月 10 日 上午 9:08 
Kennethsw, it could depend on the civ too, like Korea will always do that.
bothsidesism 2019 年 10 月 9 日 上午 4:30 
Awesome - can't wait to try this out.

@kennethsw: if AI is out-teching you late game, you probably aren't prioritizing growth enough. Fill out tradition, run food trade routes to your cap and to any expands that lack freshwater, and trade for happiness. Also, fill out rationalism and bulb GS to basically skip the atomic era.
kensw 2019 年 10 月 6 日 下午 6:46 
I usually have the opposite happen - maybe it is the mods I am using - but at least one AI civ usually blows thru the tech tree at an incredible speed - on one occasion an AI was 20 techs ahead of me by the time I hit start of industrial even though I had a larger Civ with every research building available to me built