City State Diplomacy Mod (Updated)

The Diplomacy units are showing up as spearmen again with CCMAT. :confused:

Hmm... I know it sounds odd, but try changing the order in which you activate the mods. Activate CCMAT first, then mine second. See if that helps. I think the mods overwrite each other, so perhaps its overwriting one of my files?

Also, working on a 10.0 with better AI.
G
 
Hmm... I know it sounds odd, but try changing the order in which you activate the mods. Activate CCMAT first, then mine second. See if that helps. I think the mods overwrite each other, so perhaps its overwriting one of my files?

Also, working on a 10.0 with better AI.
G

Nice, and hopefully the patch will also come out by then,
keep an eye on being compatible with that :)...
 
Nice, and hopefully the patch will also come out by then,
keep an eye on being compatible with that :)...

Yeah- I don't think they are messing with CS diplo, so that (hopefully) will keep my mod from messing up too much.

10.0 uploaded- tweaks the AI and adds some limits to construction (reduces Egypt and Siam's love of the diplo spam- who needs armies when you have doves?)

Test and let me know what you think.
G
 
I am playing a test of the balance mod (Thal) right now, plus the Better battle AI...
... I think I can start yours it in the weekend, maybe
 
Basically just subscribing here. I've been running this along with CCMAT and definitely like it!

Any idea if/how the patch changes will affect this mod?
 
Basically just subscribing here. I've been running this along with CCMAT and definitely like it!

Any idea if/how the patch changes will affect this mod?

Shouldn't affect it at all, as the patch didn't impact CS relations or influence. I'll probably up the city-state love globally so that Civs are more likely to befriend than conquer.

Let me know if you catch any bugs.
G
 
I am playtesting:

I play on small map, king, continents.

I absolutely LOVE the mod!
I have 5 cities, and I train diplomats in 1-2, not all the time but sg like:
1 diplomat, 1 sg else, 1 diplomat, and so on.

This way I manage to have ally the one CS I have on my continent,
and another on an island a bit far away.

I love it, because:

1.
There is strategy invoved in it, and decisions:
Do I use many cities to train diplomats or not?
Does it worth to have ally CSs this way and how many?

2.
You have to keep peaceful and safe terrain for your diplomats - or escort them.

3.
Geography counts, distance counts.

4.
You can your gold for other things.

*

Naturally, balance is a question, I cannot tell much about it yet,
this is my first test-play (and I play for fun, test is now secondary)

I also cannot tell about how the AI behaves.
I have Germany, France, Ottoman on one big continent,
and Siam (alone on a smaller continent).

As far as I can tell, nobody AI has any contact with CSs yet...

An idea:

- Could it be made that I could see the exact relationship a CS has with all the nations? in a list?
like: X has neutral with CS Genoa, Y has friendly, Z has ally, etc...

- when the diplomat gets to the CS and makes the business, shouldn't it cost the player gold,
instead of getting gold with it?

and now I play on, one more turn - and many more ... :)
 
Oh, one more thing.
I see there is a limit that I cannot have more than 2 emissiaroes at the same time. (Right?)
I find it a bit few, and will this limit change with time? in modern times?

Also, now in industrial era or so,
I see AI use emissiary, as AI civ Siam repeatedly has one of the CSs as ally.
(Though I haven't seen the AI emissiary unit itself in action...)
 
OK, so playtest ended - I lost on the culture race, could finish only 4 branches exactly
Well, I guess I did not play well concentrated on the goal...
But on to the topic:

In the modern age I managed to hold on 4 CSs as allies,
with one diplo-specialised city, and sometimes another city also helped pruducing the emissianeires...

Perhaps more than 2 at the same could be allowed, I suggest trying with 3...

Also, as I pondered about it before, perhaps additionally to the unit itself,
a certain cost also should be needed - if it is OK technically...
Maybe the more money, extra influence can be gained through the emissianary action (more than 50)?

I saw AI doing emissionary action on the CSs: Siam.
Nobody else, though... (so, no France, Germany, Ottomans... they attacked the CSs)

Playing this way diplo with CSs was real fun!
 
In which file can I set the limit from 2 to 3?

EDIT: I think I found it - will change

(messenger stays 2)
emissiary from 2 to 3
envoy from 2 to 3
diplomat from 3 to 5
ambassador from 3 to 5

will run another test :)

EDIT 2

Doest this number (automatically) scale with map size and the number of CSs?
If not, can it be made so?
 
In which file can I set the limit from 2 to 3?

EDIT: I think I found it - will change

(messenger stays 2)
emissiary from 2 to 3
envoy from 2 to 3
diplomat from 3 to 5
ambassador from 3 to 5

will run another test :)

EDIT 2

Doest this number (automatically) scale with map size and the number of CSs?
If not, can it be made so?

I'm glad you enjoy the mod! I think it is vastly superior to the vanilla diplo system.

Also, thanks immensely for the feedback, it is invaluable. I have made the unit limit dynamic (2 at lowest (Messengers), 4 at highest (Ambassadors)).

In 10.1 (uploaded as v.10) I have tweaked the other civs to show more CS love- a playtest I did this morning led to all but two CSs being allied to someone by the middle ages. Pretty cool stuff. Alexander STILL goes crazy with the CS DOWs, but not too much.

Try it out and let me know what you guys think.

Again, thanks for the support!

G
 
Since I believe I now have a decent feel about how the base game works I decided to start testing out a lot of the mods out there. This one sounds particularly interesting, city state diplomacy is one of the most bland and broken features in the game. I'll get back to you when I played with it a bit :goodjob:
 
Dear G,

By scalable unit limit I meant that:
the limit number should be dynamic as per mapsize, or rather per the number of CSs!

So

If there are 12 CSs in the game (normal map), limit for meesengers is 2. OK.

But what if map is huge? Number of CSs is 24...?
The limit for messengers should be 4... and for ambassadors 8
For tiny map: messenger 1, ambassador 2, etc

you get it. :)
 
Doing playtest with 10.1
(balance mod added)

Great!
I am on a tiny sneaky continents (?), lots of islands map, king level

(AIs build ships, by the way... patch 62)

Now, I have one AI neighbour, USA.
We have one CS near, Genoa.
And, USA gets Genoa as ally in classical age! (USA had to use ships for that!)
And right after that USA declares on me, having Genoa as ally on side! Clever!

(I capture Genoa, but that is another story)
 
There's a problem in the early game where the AI will keep spamming Messengers to it reaches the limit it seems even when there are troops besieging the city.
 
There's a problem in the early game where the AI will keep spamming Messengers to it reaches the limit it seems even when there are troops besieging the city.

Hmm...which state? All of them, or just one of them?

I don't think I messed with the AI in terms of war AI, but I'll look at my figures.

Does this stop later on, or is it just during the early game?

Thanks for letting me know- I'm looking into it right now.
G
 
Doing playtest with 10.1
(balance mod added)

Great!
I am on a tiny sneaky continents (?), lots of islands map, king level

(AIs build ships, by the way... patch 62)

Now, I have one AI neighbour, USA.
We have one CS near, Genoa.
And, USA gets Genoa as ally in classical age! (USA had to use ships for that!)
And right after that USA declares on me, having Genoa as ally on side! Clever!

(I capture Genoa, but that is another story)

how well defended was Genoa? I might buff CS production to encourage them to have more troops.
 
Hmm...which state? All of them, or just one of them?

I don't think I messed with the AI in terms of war AI, but I'll look at my figures.

Does this stop later on, or is it just during the early game?

Thanks for letting me know- I'm looking into it right now.
G

Pretty sure its just the early game and it was Germany.
 
how well defended was Genoa? I might buff CS production to encourage them to have more troops.

It had a spear and then an archer - not that bad, really, maybe could be a bit harder,
but what can you expect from one city, after all?
 
11.0 posted- Here are the notes:

Spoiler :
-Edited diplo units to be more likely to 'go it alone' across the map (as opposed to waiting for a military unit) to reduce pathfinding and 1UPT woes. Diplo units are now much more active and move more quickly.

-Boosted CS production by 5% and reduced the FLAVOR_DIPLOMACY for all units (this should fix the 'I'm going to build diplo units no matter what!' thing that Bismarck was doing).

-Tweaked the FO to only give 33% boost (stacking with Freemasonry, factories etc. made build times too low even for ambassadors).

-Raised the maximum number of units to 2-2-3-4-5 (Messengers-Envoys-Emissaries-Diplomats-Ambassadors) to help late-game diplo victories. Scaling will come later.

-AI Tweaks for GS_Spaceship, GS_Conquest and GS_Cultural (makes even conquest-oriented civs likelyl to try and ally with at least one CS)- this should keep the number of surviving CSs around 75% during any given game (as opposed to 20% survival in vanilla).


Again, you guys are awesome! Kudos to you!
G
 
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