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I personally would also be happy if their chance of success would be lower.
Just ran the mod in debug mode, noticed a tiny problem, not game crashing but thought I'd let you know:
[20:00:10][ERROR]Skill No Disjunct invalid! No player class linked!
[20:00:11][ERROR]Ignoring player class skill No Disjunct! Skill is invalid!
What could be improved: The fight of the AI, If 2 AI players play in the team they should help each other and fight together against other teams
I didn't notice that much difference in the tactical combat, but at the same time, they didn't do anything stupid either. They still spammed disjunct though, but I don't know if that was because the mod didn't work or a conflict with another mod.
Didn't play with settling enabled, but going to give that a try next time.
Overall, it made the game a lot more enjoyable and challenging, so thank you!
In this thread there also some interesting remarks on making AI more challenging: https://psteamcommunity.yuanyoumao.com/app/226840/discussions/0/1680315447971416196/
I'm also experimenting with my own mod to make things more challenging. I focus not only on making AI better, but also make some things harder that (almost) only affects humans. Some things I did:
1. Increased costs of Terra-forming and Building roads, and the Builder itself. (AI does not use it)
2. Increased costs of upkeep of units (AI has a huge income bonus on high levels).
3. Changed the AI research priority for Advanced Logistics from low to high, and the pre-requisite research as well (advanced sea faring if I remember correctly). (AI becomes more mobile early in the game)
Perhaps a longer cooldown might help reduce dispel spamming without disabling it. Any mod that reduces AI predictability and increases the challenge without AI cheats gets my thumbs up.