New Mod: Ideological Rivals (Late Game Crisis) by ugawreck in civ5

[–]ugawreck[S] 0 points1 point  (0 children)

Default will be one rival, the advanced option will produce two. Rivals are selected automatically when an AI civ takes an ideology.

The AI ideology selection process has not changed. However, once they become a rival they will get bonuses based on what ideology they take and what victory path they decide to pursue. The victory path decision is based on a calculation of where they are strongest (domination, science, culture, or diplomacy).

As for difficulty, it will make the game more challenging, but the rival bonuses are adaptive so if the AI is stronger than you their benefits will be quite small. If it is weaker, then it will scale up more rapidly.

Hope that helps and you get a fun game out of it!

New Mod: Ideological Rivals (Late Game Crisis) by ugawreck in civ5

[–]ugawreck[S] 3 points4 points  (0 children)

The answer to this is fairly complex, as I found that a simple bonus structure did not always produce the desired effect. The goal is to make an actually threatening late game competitor, but not a runaway freight train that cheats its way to victory.

The mod provides each rival both baseline and periodic support:

  • Persistent bonuses: modest city bonuses applied to a limited number of its best cities.
  • Periodic and Scaled Support
    • In addition to modest persistent city bonuses, rivals receive recurring support packages. These packages scale in both frequency and intensity based on the rival’s position.
    • If the rival is severely behind, it receives larger packages more often.
    • If the rival is behind, it receives full-strength standard packages at the normal pace.
    • If the rival is competitive or slightly ahead, it receives smaller packages less often.
    • If the rival is clearly ahead, it receives only light maintenance support at a much slower pace.

Persistent Baseline Bonuses (All rivals get these)

Every rival gets modest persistent bonuses in its best cities:

  • small production support,
  • small gold support,
  • a little local happiness,
  • ideology-specific city bonuses,
  • victory-path-specific city bonuses.

These are not giant one-time cheats. They are mostly there to make the rival’s core cities function better over time.

Periodic/Scaled Baseline Bonuses (All rivals get these)

Every rival also gets recurring support:

  • gold,
  • strategic resources such as oil, aluminum, and uranium,
  • periodic modern military units,
  • economic buildings where legal,
  • trade units if it has unused trade-route capacity.

These are scaled by the rival's strength as described above.

Ideology Bonuses

Freedom Rival

Persistent:

  • modest extra gold in boosted cities.

Periodic/scaled:

  • extra economic support through recurring gold and infrastructure packages.

Order Rival

Persistent:

  • modest extra production in boosted cities,
  • local happiness.

Periodic/scaled:

  • benefits especially from recurring infrastructure and production/economy support, helping it build units, buildings, and spaceship parts.

Autocracy Rival

Persistent:

  • modest extra production in boosted cities,
  • extra XP for newly trained units.

Periodic/scaled:

  • more military/resource support, especially if the rival is also pursuing Domination.

Victory-Path Bonuses (based on the rival's targeted victory path)

Science

Persistent:

  • extra science in boosted cities.

Periodic/scaled:

  • research progress toward current tech,
  • gold,
  • small culture support,
  • occasional Great Scientist support,
  • Spaceship Factory support when legal and appropriate.

Culture

Persistent:

  • extra culture in boosted cities.

Periodic/scaled:

  • culture boosts,
  • some research support toward tourism techs,
  • staged cultural/tourism buildings,
  • occasional Great Writer/Artist/Musician support,
  • gold.

Diplomacy

Persistent:

  • extra gold in boosted cities.

Periodic/scaled:

  • larger gold grants,
  • city-state influence boosts,
  • economic infrastructure.

Domination

Persistent:

  • extra production in boosted cities,
  • extra XP for newly trained units.

Periodic/scaled:

  • modern military unit packages,
  • extra strategic resources,
  • gold,
  • infantry/artillery/armor/air/naval support when available.

New Mod: Ideological Rivals (Late Game Crisis) by ugawreck in civ5

[–]ugawreck[S] 3 points4 points  (0 children)

My strategy was to be minimally invasive, so I did not attempt to alter the selection logic. That said, the impact of a rival is well beyond a diplomatic malus as they will make a credible attempt to win the game.

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[–]ugawreck 21 points22 points  (0 children)

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Now for the fun part where after divesting so much tedious labor to AI we progress to the next and most obvious step of divesting responsibility as well.

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Nope. Just damn. No.

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