Realism Invictus

Wow all this talk about diplomacy got me thinking. You know this game was made in 2005 right? How much could we expect from an AI approaching its 10th year? Since 2005 firaxis has even made sequels to the franchise, and no doubt they fixed these problems in those iterations. right guys?
*crickets chirp*
Guys?
 
I get what you're saying the transaction is initiated by the player and the code is a different mechanic even though the general concept is the same.

I just have a problem with the concept of it, coding and mechanics aside. It wouldn't be a bad tool to have if you are legitimately being threatened. I just don't like the idea of always being able to pay off your enemies and I feel like this could be abused as well.

ie. You want to attack civ to your west. You don't have a very large army so you will have to bring all your units from the east to assist leaving you vulnerable to a sneak attack from civ on your east.

You pay civ on your east off and attack civ on your west.

If the tribute cost 2000 gold (not necessarily that amount; to be decided), I may have a change of heart and take the war and hope for the best. It must be a value that discourage a little bit. As Brennus said:Woe to the Conquered! :)



See, I can be realistic and having historical arguments. ;)
 
Wow all this talk about diplomacy got me thinking. You know this game was made in 2005 right? How much could we expect from an AI approaching its 10th year? Since 2005 firaxis has even made sequels to the franchise, and no doubt they fixed these problems in those iterations. right guys?
*crickets chirp*
Guys?

Is that sarcasm we are losing time on a old game system? Or the devs made a terrible Civ5 amplifying the AI nonsense?

I tend to think the second.
 
If the tribute cost 2000 gold (not necessarily that amount; to be decided), I may have a change of heart and take the war and hope for the best. It must be a value that discourage a little bit.

Hmm, now you got me thinking.

I think you have me convinced as long there is a possibility for refusal and the tribute isn't too cheap, I could see it being beneficial.
 
The refusal is a bit excessive I think from the AI because I wouldn't let 2000 :gold: for having to see the RNG just decided to let the AI war continues.

Or you meant our refusal?

Anyways, that was a nice discussion. Sharing ideas can only do good to ameliorate the game experience. :)
 
The refusal is a bit excessive I think from the AI because I wouldn't let 2000 :gold: for having to see the RNG just decided to let the AI war continues.

Or you meant our refusal?

Anyways, that was a nice discussion. Sharing ideas can only do good to ameliorate the game experience. :)

I meant AI refusal.

Yeah I agree. It's often good to get a different perspective.
 
Barb cities build culture to defend against hostile culture. Its hilariously ironic considering that barbarians by definition have no culture. Well actually by definition it mens they don't speak greek, but its the same thing :lol:
Just a fair warning to those of you who wanna flip barb cities with culture. Some of them can become very resistant.

There is a few case of this in history, where a little tribe fight to the last man because his culture was way too different from the conqueror, or too prideful, and they refused to surrender. Not all culture are based on painting and drama :D
 
^ This is the method I was trying to explain to you and I think Cruel may have done a better job at getting the point across.
Apparently neither of us managed to get our points across since I explained using this very method in my first post on the matter. :lol:
As I keep attacking, I keep reselecting my unused bombards/cannons between the attacks, to see if the original unit that kept them in check has finally been replaced by something else.

This must have gotten changed somewhere along the line and I never noticed (I've played civ for a very long time), or I'm confusing it with bombarding city defences. Either way it doesn't really matter.
Well, I brought it up originally because SR-71 was asking advice on how to deal with large AI stacks, and was advised to just bombard them. I wanted to point out that this doesn't always work, so I guess it matters in that respect at least.

Isn't that how things should work? Wouldn't any army place their generals in the safest locations, so they can keep their chain of command during such an attack?

They way I look at things is that your more experienced units are you commanders in that stack, as a result their promotions/experience are passed on in aid to the rest of your troops through their chain of command. They aren't out their "shielding with their body."
I know why the "protect valuable units" exists, the problem with bombards is a side effect of it. I still think it silly that they are able to protect rest of the stack from harm once they have taken some damage, but not before. You would not put your generals in front of cannon fire in the first place.

And while you could counter-argue even this point and I could reply again, this is distracting us from the issue at hand: Stacks of doom still exist, and two mechanics to keep them in their place have somewhat failed. The first is bombardment. Sometimes you just can't deal with a stack with bombards at all, sometimes you can. It depends on the make-up of the stack, and frankly it's more to do with luck (AI either happens to have experienced/warlord units in the stack or not) and whatever roster of units the AI has access to at the moment, than anything strategic or tactical the player can influence.

The second point is the logistics system, which doesn't punish extra large stacks enough to be sufficiently effective in my opinion. At least not when they're on the defensive. They get -35% but the aid they get from each other and from any defensive terrain cancels/surpasses that. (And let's remember the main tactical advantage a stack provides is that units aren't forced to defend twice if they are severely wounded until everyone is. Anything else is just icing on the cake.) I still suggest that chipping away at terrain defensive bonuses at the high end of the logistics line (penalties V and VI, not I-III) could help resolve the issue somewhat. And I don't think this is punishing tactical play, since tactical play involves (or should, in my opinion) splitting your stacks into smaller ones and manouvering them, instead of just putting everything together and moving them from forest/jungle/hill square to the next.

My biggest concern with this proposal is, frankly, if teaching AI to split stacks properly (proper balance between weak and defensive units) and having it properly deduce when to use the terrains and keep everything together, and when to split up and sent the weaker stack to better terrain, is a task too large to be accomplished with a reasonable effort. :sad:

I recognize that there are always some ways to deal with almost anything in this game, such as clearing the jungles (which btw, is either a trivial or gargantuan task depending on the map and era) for a partial solution to the above problem. I'm not asking for a list here, I mean that if I find myself jumping through too many hoops just to deal with something that's supposed to have mechanics for doing so already in place, but which are randomly ineffective, I point it out as a problem.

As for the espionage, I still think that that one mission is ridiculous. It's like an espionage nuke. And frankly I don't think anyone was expecting it the first time. Espionage used to grow from a nuisance to a major problem a bit more gradually. Just because you *should* try keep up with espionage points, doesn't mean that the penalty for failing to do so is randomly crippling (I think that the AI has to get lucky to pull that mission off successfully). And trying to keep up with espionage, unless it's your main concern, which it shouldn't be, is difficult to do consistently since buildings that grant it without specialists are wonder-related until jails come along, espionage slider is... (come on! if you can afford the luxury to use the espionage slider, surely you've mastered the difficulty level you're on, and should go up one :D) never mind, and either the AIs divide their own spending somewhat evenly, or the political situation is such that a bunch of them hate specifically you and are spending accordingly, forcing you to choose one or two to keep up with, and neglect the rest. (Is the solution to such a political situation then: be nice with everyone? :p )
 
Sometimes you just can't deal with a stack with bombards at all, sometimes you can. It depends on the make-up of the stack

Really it all depends on how many casualties your willing to, or not willing to take at times. You shouldn't be able to take every defensive location. Sometimes you have to be patient and wait for an opportune moment.

The second point is the logistics system, which doesn't punish extra large stacks enough to be sufficiently effective in my opinion.

I still suggest that chipping away at terrain defensive bonuses at the high end of the logistics line (penalties V and VI, not I-III) could help resolve the issue somewhat.

I don't write or read code, but one thing I do know is that the AI will form their stacks and manoeuvre them in a manner that will give them the best advantage mathematically. If you were to penalize hills and forested terrain, you could still end up with very large AI stacks that just come at you across opened plains because it is better odds mathematically, than splitting their stacks and moving through forest/jungle/hills.

This is somewhat of an assumption, however I think this would be a real issue. Not to mention that fact that it would make moving across terrain a lot more complicated for human and AI. This is why, if anything, my suggestion would be to add a few more supply problem levels to help prevent large stacks. If it really is as big of an issue as you say. I personally haven't had a problem with this, but that doesn't mean there isn't one. Perhaps one of the RI Team that has experience in this area could better respond to your concerns.

As for the espionage, I still think that that one mission is ridiculous. It's like an espionage nuke. And frankly I don't think anyone was expecting it the first time. Espionage used to grow from a nuisance to a major problem a bit more gradually. Just because you *should* try keep up with espionage points, doesn't mean that the penalty for failing to do so is randomly crippling (I think that the AI has to get lucky to pull that mission off successfully).

I already agreed that the cost for espionage missions that reduce your city's population could probably be a bit more expensive but, I see neglecting espionage the same as neglecting your military, or economy. It's part of managing your empire. They are all important and becoming incompetent in just one area can lead to your civs destruction.

AIs divide their own spending somewhat evenly, or the political situation is such that a bunch of them hate specifically you and are spending accordingly, forcing you to choose one or two to keep up with, and neglect the rest. (Is the solution to such a political situation then: be nice with everyone? :p )

Lol, it's not always a cake walk. Sometimes you gotta pick your poison. That's what makes the game challenging at times.

I've seen civs stack all, if not most of their espionage points on me when they truly hate me.
 
There is a few case of this in history, where a little tribe fight to the last man because his culture was way too different from the conqueror, or too prideful, and they refused to surrender. Not all culture are based on painting and drama :D

Yeah, I hear ya, but still can't help but be annoyed about holding majority culture in a barbarian city for over 100 turns and still seeing no signs of rebellion. I'll see how well they hold out when my old capital pops another culture level in 25 turns.

I know I said it before, but, K-mod AI scares me. Oh man. Europe is a death zone with 6 powerful AI civilizations vying for control of the same regions. What used to be France and Germany are now no-mans land. Cities their are constantly changing hands, being burned down, and being rebuilt all over again. The region is far hotter then it ever was in 3.1 when I could park a few defenders in the hills and call it a day. Now I'm too scared to spare any of my army for any task beyond border defense. I've seen many large AI stacks park next to my borders waiting for the chance to burn down my cultural heartland. All I can do is play the diplomacy game, spread Christianity, and wait. If it wasn't for the defensive powerhouse known as Homoioi, I doubt I could hold my borders. Its like sitting in a nice safe cozy house and watching Armageddon break down in the streets outside.
 
Really it all depends on how many casualties your willing to, or not willing to take at times. You shouldn't be able to take every defensive location. Sometimes you have to be patient and wait for an opportune moment.
Perhaps I shouldn't have brought up the defensive locations at all here, since my issue with bombards still doesn't seem to be clear enough.

You can sometimes bombard a stack only once with a bombard. Even if you have a hundred bombards. Even if the stack has a million targets. This is clearly not something that's intended. Take the stack after bombarding, or defend against it succesfully, doesn't matter which is the case, sometimes you have those bombards set up so it would be *easier*, something they're supposed to be for, and yet, sometimes, unpredictably, they're no help at all, due to a weird mechanical quirk. This does not make my gaming experience richer even if it does add to the challenge.
 
Yeah, I hear ya, but still can't help but be annoyed about holding majority culture in a barbarian city for over 100 turns and still seeing no signs of rebellion. I'll see how well they hold out when my old capital pops another culture level in 25 turns.

I know I said it before, but, K-mod AI scares me. Oh man. Europe is a death zone with 6 powerful AI civilizations vying for control of the same regions. What used to be France and Germany are now no-mans land. Cities their are constantly changing hands, being burned down, and being rebuilt all over again. The region is far hotter then it ever was in 3.1 when I could park a few defenders in the hills and call it a day. Now I'm too scared to spare any of my army for any task beyond border defense. I've seen many large AI stacks park next to my borders waiting for the chance to burn down my cultural heartland. All I can do is play the diplomacy game, spread Christianity, and wait. If it wasn't for the defensive powerhouse known as Homoioi, I doubt I could hold my borders. Its like sitting in a nice safe cozy house and watching Armageddon break down in the streets outside.

Well, one could say that west-europe had to deal with war for most of his history... celtic tribes, early medieval barbarian, late medieval king, industrial power, both world war....

But it must be because you are here to bring the balance too. In all my game, as i'm not in the european zone, i always watched a few war in the classical era, then someone (portugal, spain, or netherland mostly) conquers everything there and start becoming the new big power for the whole medieval era x)
 
Well, one could say that west-europe had to deal with war for most of his history... celtic tribes, early medieval barbarian, late medieval king, industrial power, both world war....

But it must be because you are here to bring the balance too. In all my game, as i'm not in the european zone, i always watched a few war in the classical era, then someone (portugal, spain, or netherland mostly) conquers everything there and start becoming the new big power for the whole medieval era x)

Spain is primed to take europe consistently because they have that wonderful choke point and noone at their backs, wel, once portugul is gone. They are the power to balance. Fortunately, all of europe sees it the same way.

I have nothing against K-mod. I rather enjoy all the chaos across europe. I've never been so anxious to research fortification. The new AI is much more diverse, and adaptive. No longer to I see huge stacks of cavalry built to counter my spears (a strategy doomed to fail). I have trouble taking advantage of my more powerful units like the homoioi, and the hypast because the AI will build their counters (mostly those annoying skirmishers.) It makes the game harder but in a fair way.

Oh, much to my embarrassment, that barbarian city in asia minor flipped the very next turn after my post.:p
 
I toyed with the idea and yes, it's true it makes no sense (in term of realism) how :hammers: and :commerce: are king during the very early stages.

The problem lies in excessive food has no use. While a low food capital, which can always be resolved in RI thanks to its stronger farms, one prefers to not reach the happy cap lest to start getting angry citizens, which can't really be ridden through slavery whips as it tends to make things worse.

To me this is the biggest problem with RI right now - food has incredibly low value in the early game. Because of low happiness limits, the ancient/classical world basically involves building no farms, which is strange given the way the tech tree works, and of course totally contrary to actual history.
 
To me this is the biggest problem with RI right now - food has incredibly low value in the early game. Because of low happiness limits, the ancient/classical world basically involves building no farms, which is strange given the way the tech tree works, and of course totally contrary to actual history.

Thx for the back up.

How'bout a new type of hammer process but with food instead?

Instead of converting hammers into something else, perhaps food into hammers or commerce (with a ratio of less than 1:1).

It's simple to code, will symbolicly represent the mass of artisans and make our early growth limited, preserving the city population under the happy cap.
As it is for now, making workers after workers, or settlers or food 4:strength: warriors will dwindle the economy more and more.
 
Why not give a boost to relations for denying specific AI demands? Say a +1 "You did not give into hostile demands" with the civ that you refused to cancel your trade relations with, or go to war against. Best case scenario you receive a -1 and a +1 and have to choose your friends.

I agree with all your suggestions, but this is my favourite. 'Say a +1 "You did not give into hostile demands" '

As you inferred, the base game is heavly loaded against the human player on the diplomatic front - just to cause AI initiated wars.

So I always ignore demands involving other Civs .
 
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