How many turns back did you go? Many times, you'll see the AI set up a dogpile 10 turns in advance, when they sign that "Give me 10 turns to get ready" pact with each other. You see a chain denouncement of multiple civs against you on the same turn? Caution, dogpile ahead...
Go back 11...
First impressions:
Happiness: Kicked to the curb.
Nat'l College: Nerfed!
Now no way to get a tech quickly... though wondering how multiple RA's will affect research rate.
Should be... interesting.
Yes, I'm right.
You want it all. All of your posts over the last few days, are crying about things that are restricting you from just doing whatever you want.
"Why do national wonders make you have all cities???"
"Why do hydro plants require an aluminum???"
"Why does collective rule only...
Yes, it is. As it should be.
It sounds like you're advocating with a game that loads, and then from turn 1, has a big, flashing button that says "Pep! Push this to win!", and at any point you can just push it and go to a screen of an old guy talking about how great Pep is, and how his...
Right, that's the thing... if you're sharing a border with some little 2-city civ who's been denouncing you every time he can, the second his last one expires, and his only 2 wines are right on your border, I fail to see the down side of relieving him of them. ;)
Most of my games split into two distinct diplomatic groups.
Haves.
Have nots.
All the "Haves" tend to really like other "Haves".
All the "Have nots" tend to not.
And to be honest, I think it's solely based on DoF chains, still.
"Haves" are not likely to sign DoFs with "have nots" -...
Yup, as mentioned above, to grab resources or natural wonders just across the border.
The benefit of culture bombing vis a vis golden age popping is increased once your golden ages are down to only 5 turns each...
Yes, I use it often.
As far as the change... meh, it's usually not drastic.
Everyone eventually gets Guarded or Hostile. They just do it in a different order than normal. :lol:
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