Played a future start game just to test out the new WTO - it's tons of fun! I'll have to play a regular game to really know whether it's OP or not; build times are weird with (and I don't think the AI knows how to handle) advanced starts. Noticed that all but one CS built any workers, have you adjusted their prefs? Also, none of the other civs got any CS alliance. Will give a more in depth response when I've played some more with the changes.
Great mod. It really changes the way CS are played. One thing that bothers me it's the spearmans graphics when in use with CCMAT. I did manage to get the proper unit but lost it somewhere along the way. Could you write in the 1st port the 'real workaround'? I think I saw this somewhere on the forum.
Last game. Duel&Tiny islands&Prince. When I started the war with most of the civs they were keep producing diplomats but the units were afraid of my frigates and never embarked (to go to 3CS that were located on islands of course. I think the 'give unit' option should have a greater impact. I really don't know idf it's working right now. I think when I give the battleship CS with pikemen they should be gratefull.
The likness degradation rates are really slow right now. I was wondering about it and came to an idea. What about higher rate, closer to vanila but let the buildings (Embassy and such) be one time opportunity to decrease it.
In other words: Let's use the diplomats to raise the likeness and use the buildings to strenghten the connection.
One thing more. I have the feeling that the diplomats are too cheap right now. But maybe on large map with many CS that would balance.
Anyway. Thanks for the mod.
G- Welcome back!
Not too much to report atm, have played a game through the Renaissance, and it's feeling pretty well balanced so far in terms of unit/forum costs. The Forum cost increase especially makes for more challenging decision making, especially with the 3gpt maintenance.
CSs are building workers this game, so I don't know what was going on in the future start test I described above. Nice to get those resources this time around! I really think the AI has no clue what to do with advanced starts.
Forgot to mention in my last post: It's undocumented that Ambassadors (any others?) have the hover promotion, so I just wanted to make sure this is intentional. Like it - though maybe a new unit graphic should be used?
To hop in on your conversation with Flymar:
1. Haven't had this happen for me, but in strategic mode the icons get really crazy. Had an Ambassador unit show up as a Chariot Archer, Mech Inf was a Spear, etc. Wonder why that is?
2. Maybe CS alliance degradation adjusts for map size? I play with CCMAT on standard or large maps and there is no change from vanilla.
3. I think ~10 turns per unit is pretty balanced... I personally wouldn't want it to be much more than that.
4. It's pretty well known that the AI is terrible with embarkation, so that's definitely an issue that's out of anyone but the dev's hands. I don't think one can mod it so that the AI adjusts builds to map type, unfortunately.
Also, been playing around with the WTO icon and haven't gotten anything to work - yet!
Doesn't Call to Power and CCMAT conflict?
Sounds great! Keep me informed of what you think.
G
Hi, I'm not quite sure if I want to use this mod yet. I'm sure in the future it'll be really awesome, but right now it doesn't seem very engaging. In a sense, spamming diplo units is practically the same as bribing, only it takes more time and sounds a bit tedius. What I think about diplomacy is working hard to be cooperative with nations that have conflicting interest.
Decreasing bribes and increasing quests is a start, but I've already done that I think much more interesting would be to have to make decisions on whether to aid one city state or another, and your decisions could cause you to perhaps even lose influence with some city states. Anyways, I'll be checking up on this
Sounds great! Keep me informed of what you think.
G
I really like your mod.
Is there any limitations to the AI to stop them producing diplo units when they arent required?
In my game earlier it was small continents with no city states on island. I had rushed towards sailing/optics and land grabbed the island so Germany was still at 1 city.
However it had produced 2 diplo units and I wouldnt have thought it had met any city states yet.
Ok, I played through to a later turn (not at home computer now). I will get a screen shot. I think I got the best start for a diplomatic win and your mod. It was just me and Siam and 4 CS's. I took Siam so now it is me and 4 cs's really close. It feels like I got more random "quests" than in vanilla so far. I like that. Anyway will tell you if anything happens and when I get my win. I'm confident I can get a dilpo easy with this start. All random settings FTW!
Horace,
Fun! Although I must ask (tongue firmly in cheek) are you sure you want to 'get a dilpo?' Sounds dangerous.
G