A civ AI's guide to war:
1. find a reason to invade the biggest player in the game.
2. Declare war.
3. Beg for peace after one of your spearmen are killed by their GDR.
The AI is not that intelligent. It does everything without any viable reason.
A civ AI's guide to war:
1. find a reason to invade the biggest player in the game.
2. Declare war.
3. Beg for peace after one of your spearmen are killed by their GDR.
Not at all, in the current game I've had them declare war many times saying "I'm probably going to get myself killed, but I need to do this"it seems to me that the biggest factor for AI declaring war is when you have an inferior military.
Slightly reduce the bias to sneak attack.
Oh and one big change that helps A LOT is that you no longer need to end your turn twice if a unit needs orders before a new turn can begin. VERY helpful thankyouthankyouthankyou!
It wouldn't be too bad if it didn't rinse and repeat constantly.
The concept is fine, the problem in Civ V is the AI isn't smart enough to do things that benefit them.
Actually, people are complaining and there's a post in the bug reports section about this. The problem is that if the unit's movement points are not all used up it (reportedly) doesn't give you an opportunity to move them again. So if you frequently give movement orders that span more than one turn but don't look to use up all the movement points for the last turn of movement, movement points get wasted.
That's my understanding of it anyway.
That's not what I've seen. They seem to have just changed when within your turn you finish AI movement. Actually, I like it the old way better. If you hadn't completed your turn actions, the game stopped until you did and you had to click end turn a second time. Now it prompts you to complete the unfinished actions, and then automatically ends the turn. It takes some getting used to.
Hmm, I may be misunderstanding what's going on then.
The bug report I'm talking about is this one:
http://forums.civfanatics.com/showthread.php?t=435351
Interesting. Has anyone tried lowering these all to '1' or even '0' to see what would happen? It would be nice to work on changing diplomacy now instead of waiting for the SDK to be released.Probably not. I had a look at the XML files, and what I noticed is that several civs have had their 'Deceptiveness' toned down a bit:
Alexander 4 > 4
Askia 4 > 3
Augustus 7 > 6
Bismarck 7 > 7
Catherine 7 > 7
Darius 5 > 5
Elizabeth 6 > 6
Gandhi 3 > 3
G Kahn 3 > 3
H Rashid 7 > 6
Hiawatha 7 > 5
Isabella 6 > 5
Kameham 4 > 4
Montezu 7 > 7
Napoleon 7 > 7
Oda 7 > 6
Pachacuti 7 > 6
Ramesses 6 > 6
Ramkham 7 > 6
Sejong 4
Suleiman 7 > 7
G Wash 7 > 5
Wu 7 > 7
From what I understand, this 'Deceptiveness' would play a role in how likely it is they declare on you while being friendly to you.
Interesting. Has anyone tried lowering these all to '1' or even '0' to see what would happen? It would be nice to work on changing diplomacy now instead of waiting for the SDK to be released.
From what I understand, this 'Deceptiveness' would play a role in how likely it is they declare on you while being friendly to you.
You see the numbers have gone down slightly, 2K Greg was talking about a slightly lesser chance of backstab, and I think it's these numbers they've adjusted to establish this effect. Consider this an amateur's guess, though, because I'm no expert on what's under the hood in this game.
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The most recent post says the same thing. It is just a timing change and not a bug.
If I end up with a unit with two movement points remaining after ending my turn, and use just one of those movement points, the turn automatically ends without me being able to use the remaining movement. I hate it and at least want the option to go back to the old scheme.
Really? that does sound a bug then, but other than that, i do enjoy the automatic turn end, i don't see anything wrong with it, you already ended your turn and have everything ready for next anyway (or should be)
Interesting... MPers should be happy (I guess). I just wish they would make it so that you could play mods in Hot Seat. It can greatly help in testing mods/maps/scenarios. Also, there are mods that I just can't play without (City-State Diplomacy mod... anyone)!
My only question is, why does Firaxis hate Navies?
If I end up with a unit with two movement points remaining after ending my turn, and use just one of those movement points, the turn automatically ends without me being able to use the remaining movement. I hate it and at least want the option to go back to the old scheme.
That is not what I experienced in my games so far. The mechanics are the same in that you have to finish your moves; it's just the timing that changes. It allows you to hit end turn, and as soon as you finish ALL of your moves, it proceeds. I'll be paying closer attention to it, but that is what I've seen so far. It isn't that bad. It just takes some getting used to.