(December 17th, 2013, 11:13)TheHumanHydra Wrote: Seven, this looks really cool. I don't think you mentioned it, so I just wanted to note for any Mac users the mod is compatible, unlike Krill's:
Hmmm... I'm actually expecting this to be not true, though that would be pretty cool. Would you mind testing it for me? Open up WB in the mod and put one of your boats next to an enemy boat. Declare war, select your boat, see if you are getting the +15% for not having moved yet. Alternately, start as a hunting civ and see if a) your scouts have +1 movement and b) none of your other units do.
Quote:Now my question is, does the AI know how to "use" these changes? I understand they're all passive things and not new systems, but will it for example wander its spies around rival territory trying to poison water when the mission no longer exists, or not build a monument because it thinks its terrace is giving it culture? (I'd assume the answer to both is "no," but just wanted to make sure.)
In general, the answer is that it will use the changes just fine, though there could be exceptions. The AI logic is written with mods in mind; it loops over all the possible choices and evaluates them based on the things that they do. (For example, it values Calendar extra as a tech because it has Map-Centering.

It's possible that the AI assumes that spies have at least SOME missions to perform - I haven't bothered to check. If so, maybe it would overbuild spies a bit, and maybe even camp in cities for no good reason.
One thing I can say - the AI won't understand why it's getting +15% sometimes from the Naval Initiative bonus. But it's unclear what the AI would do with that information anyway. The AI isn't exactly a tactical genius. It should still know when it has the bonus and when it doesn't.
Quote:Edit: Actually, another question: the "Bugfixes" section - is that a listing of the problems that are being solved, or the changes being made (ie. are the items being subtracted or added)? (Again I'd assume the former.)
It's a list of bugs that have been fixed... maybe I should clarify that.
Thanks!