Does she have only one city left? What about luxuries?
My guess is she only has exactly 8 gold, that is all she can give you, so the maximum peace value is only 8. When she has no gold, she cannot give you anything, so the value is 0
Is this considered a bug than or just calculation that they will catch up with spies only?Ive mentioned it 3 times already, warmonger civs have massivly gold problems in the early stage. Especially Montezuma. I think, the AI is calculating the value of military units too high and completly ignore their income. Montezuma in special, cause of his early UU. While I was at 30 technologies, he had 15 and was losing 15-50 gold per turn. For unknown reason, he was able to get 7 technologies in 25 turns, even he was always in dept. In this time, every 2 turns a spy have stolen some of my technologies, while I had constructed a constabulary and a counter spy in my capitol.
Is this considered a bug than or just calculation that they will catch up with spies only?
In either case it's not beneficial for the AI to neglect technology that much. I will probably steamroll over Montezuma in my game with only a handful units as my units are stronger due to technological advances.
It's a well known fact that military power is not only about having the biggest quantity of troops. Quality (advanced units) are pretty important too.
Issue 2:
Also the AI, Portugal in my game. I conquered 3 of her main cities AND her capital. Warscore was 100, as expected. Thought the peace-deal value jumped only from 1 - 8 (one time even 0). Surely this does not seem right.
Anyone else experiences this?
To elaborate. I am at war with her again. Took her two biggest cities and winning the war quite obviously.
Here is a screenshot of the war score:
And here one of the max peace score only being 0:
Surely in this and previous war she should offer capitulation or cities. But even aside that the max value should never be 0.
Anyone else experiencing this?
You had Progress? I wonder if it's a Marathon issue. 6 games with 0 progress civs can't be a coincidence... O.o
Same here on marathon. No one picked progress - but only one game sample. I added one civ to make it 13+24 which shouldn't be too crowded to skew it. I also have min city distance=4.
It's one or two game samples times a number of posters. I think that's conclusive enough.
Besides I was under the impression it doesn't matter how much they have. The max peace value can be higher what they offer. What they can offer can be lower than the maximum peace score, at least in previous version.
I am playing a Marathon/Huge game and have only met 4 Civs so far. Russia, Portugal and Denmark all went Authority and Rome went Progress. This is with the 1-3 release.
4) A note on Growth. I know we are working on specialists right now, but I think one thing that should be looked at is late game growth. I think it should be increased. The problem right now is if I choose to forego specialists to grow my city...it still takes a whole lot of food to get those late game populations to budge. Its just not worth the loss of specialist yields right now. I would love to see those exponentials on food brought down a bit.
7) Manufactories. When my mines get 5 prod, and my manu's only get 8....something is wrong. Give that boy a buff!
The main culprits are Sphere of Influence and Decolonization.
1) Forests: I do think forests are too strong, but maybe not as overtly as some people think. I'm going to make a seperate post in general balance since this one has been on people's mind recently.
4) A note on Growth. I know we are working on specialists right now, but I think one thing that should be looked at is late game growth. I think it should be increased. The problem right now is if I choose to forego specialists to grow my city...it still takes a whole lot of food to get those late game populations to budge. Its just not worth the loss of specialist yields right now. I would love to see those exponentials on food brought down a bit. Another option is to beef up the Grocery and Medical Lab (or just the Medical Lab) more on the food carryover to assist big cities keep growing.
When the other two proposals are open doors to your city state allies, you don't have enough votes to keep your allies. You either lose the sphere of influence or lose one ally to open doors enactment.Diplomacy Snowball: Right now, it feels too easy once I'm ahead in diplomacy to dominate. The main culprits are Sphere of Influence and Decolonization. Spheres just ensure that my lead grows longer. Better yet, I usually pick the 2nd place person's CS to pick off, so he loses a vote and I gain. Rinse and repeat towards dominion. And then once my lead is comfortable, I can cripple the 2nd place person with a decolonization. He loses all of his allies...and often I then become the ally by default. At this point, my vote lead is strong enough that I can work the council as I see fit. Now every once in a while the AI throws another policy in there that I have to defend against....but it only a matter of time. I just need a few of these to secure my lead and then from there its off to the races.
There's a +20% production to future great engineers, but this doesn't need the tile to be worked on.Manufactories. When my mines get 5 prod, and my manu's only get 8....something is wrong. Give that boy a buff!