1.Puppeted cap with no buildings under resistance is huge leap indeed.
2.Yeah lets all gang bang on poor Nebby, since he has no external checks on his growth. We're all friends right?
3.Its funny when you play huge map, conquer your neighbor in Classic meeting only 3 civs in process. And when World Congress Emerges, suddenly everyone you meet for the first time Denounce you and hostile towards you.
- Puppeting/annexing is your decision, and if you're that early in the game, not annexing a captured capital as soon as it comes out of resistance (and your second point here makes it sound like you never figured out that resistance ends).
- If you're playing as Nebby, you get to see that everyone's gangbanging on you, you don't get to see the AIs' attitude toward each other. If they do all cooperate, at least part of that has to be because of the bonus for common denunciations which, again, is a situation you brought on yourself.
- This pretty much illuminates the fact that you've never bothered to familiarize yourself with how diplomacy/attitude actually works in this game, and that you're stringing together an interpretation of the system based on some limited experience in which you're suffering the consequences of some pretty bad diplomatic decisions yourself. That, or you're at least applying experience all the way back from Vanilla to the game now, ignoring the improvements that have been made.
Y'know...have fun playing a game that seems to exist for the sole purpose of giving you something to about on the internet. I don't have any special interest in trying to educate you further here.1.Yeah, its my decision to get mediocre city that requires 4gold maintenance building to grow past 5 pop and isn't affected by free buildings and bonuses from tradition. Totally worth bunch of archers, gonna leap forward on that.
2.Rome and Ottomans making peace and moving fleets into Nebby direction after Attila elimination is a total coincidence.
3.No, just no.
Y'know...have fun playing a game that seems to exist for the sole purpose of giving you something to about on the internet. I don't have any special interest in trying to educate you further here.
No, I'm just following the rule where if you're talking to someone and both you and they have repeated yourselves twice, it's time to stop doing thatHey Pol, I've learned a lot from people like yourself - please don't stop posting.
That is how it works, sort of, except Firaxis haven't gotten the numbers right yet (imo.). Problems is that they've set decay rate so low that it can take several hundreds of turns to eat up the warmonger score you get from one city if it's the last city or a city state. If you take numerous cities from a civ, these numbers will quickly stack up and stay with you for the entire game.Ok now I'm confused, I thought that's exactly how it is supposed to work? That a warmonger penalty decays over time (50 turns or so on standard speed)?
Or is the "warmonger penalty" per city, so you get 50 turns of it for taking one city, another 50 turns for the next city and so on? So basically after conquering 3 or four cities you have the penalty for the rest of the game?
And you might end up with chain denouncements, which are a thing and should probably be fixed. If two civs are really close, one's denunciation might push the other to denounce you 1-2 turns later. Then when the first one's expires, the fact that the second one still has a denunciation on you could push it into denouncing you again, and two turns later, the second one expires and then denounces you again, repeat, repeat.That is how it works, sort of, except Firaxis haven't gotten the numbers right yet (imo.). Problems is that they've set decay rate so low that it can take several hundreds of turns to eat up the warmonger score you get from one city if it's the last city or a city state. If you take numerous cities from a civ, these numbers will quickly stack up and stay with you for the entire game.
Yes, that is why denouncement should only be an option with a specified trigger, and only once per trigger - for instance "we denounce you for declaring war on the Huns" or "we denounce you for stealing our technology" or whatever. "We denounce you because XXX denounced you" or "we denounce you because you built this wonder we would really like for ourselves" or "we denounce you because you have a higher score than us" should NOT be an option, and when you have been denounced for something once, they can't denounce you for that again. But that's a subject for another discussion.And you might end up with chain denouncements, which are a thing and should probably be fixed. If two civs are really close, one's denunciation might push the other to denounce you 1-2 turns later. Then when the first one's expires, the fact that the second one still has a denunciation on you could push it into denouncing you again, and two turns later, the second one expires and then denounces you again, repeat, repeat.
- This pretty much illuminates the fact that you've never bothered to familiarize yourself with how diplomacy/attitude actually works in this game, ...
That's one way to go about it, though it sort of feeds into the misconception that diplomacy is about these individual actions and not about building up the AI's attitude toward you by way of a variety of factors. The fix I'd see, which would be pretty simple, would be to have the impact of a friend's denunciation decay over time; so the initial denunciation from Rome might tip Rome's ally into denouncing you too, when Rome's expires, the impact from his ally's denunciation will be decayed to the point where it alone* won't tip him back into denouncing you, and the chain can end there.Yes, that is why denouncement should only be an option with a specified trigger, and only once per trigger - for instance "we denounce you for declaring war on the Huns" or "we denounce you for stealing our technology" or whatever. "We denounce you because XXX denounced you" or "we denounce you because you built this wonder we would really like for ourselves" or "we denounce you because you have a higher score than us" should NOT be an option, and when you have been denounced for something once, they can't denounce you for that again. But that's a subject for another discussion.
Dude, it's not that hard for you to at least read a thread posted by someone who's familiar enough with the coding of the game to read the AI's diplomacy algorithms. I'm not saying you need to do it yourself, just read something by anyone who's actually done this and a couple factors will be readily apparent, namely the thing that katfish got wrong, that the AI is somehow conspiring against him because he gets denounced immediately upon meeting other civs. The logic behind diplomacy is plainly obvious that that cannot be simply because of the warmonger penalty from taking a single city-state or capital; the civs you haven't met yet have absolutely no way of knowing your warmonger status, no matter how bad it is.Funny how this argument keeps getting brought up over and over and over and over again. If the AI-diplo does not make sense for you then you're the one who did not make his homeworks and familiarize youreself properly with the logic of the AI (which - needless to say - makes perfect sense once you understood its twisted logic and know how to avoid and exploit it's flaws).
Really? If have have to study three years and get a degree in AI psychology first before I am able to deal with and understand the Civ V AI - then maybe there's just something outright wrong with the AI itself. I mean it's just a crazy idea of yours truely, but did this thought never ever occur to you? Even if just for the fraction of a second??? Just asking...
Because it could be sooooooo easy: do something bad to the AI => they hate you. Do something good to the AI => they love you. Be stronger than the AI => the fear you - and be weaker than the AI => they pity and challenge you...
Dude, it's not that hard for you to at least read a thread posted by someone who's familiar enough with the coding of the game to read the AI's diplomacy algorithms.
I think it definitely depends who you're reading, then, since there seem to be a ton of people who do one thing that may not be the wisest move, get bit for it, do the same thing ten more times, get bit ten more times, show up here to complain, have someone explain it in more or less plain English, go back, do the same thing a hundred times and then post the same complaint a hundred times.See, that's exactly my point. I don't want to read a thread posted by someone who's familiar enough with the coding of the game to read the AI's diplomacy algorithms to understand what's going on in the game. I want to understand what's going on in the game by playing the game myself or by reading a thread posted by someone who's familiar with playing the game.
First off, if you think reading up on AI algorithms is tough, I wouldn't recommend trying your hand at the time machine you'd need to actually play Civ against Catherine the Great instead of a set of algorithms. She probably wouldn't be all that Great at the game anyway.In a game of Civ I don't want to beat algorithms or mechanics, I want to beat Monty, Lizzy and Cathy. And strangely enough even the Civ V lead designer Jon Shafer acknowledged this in his recent blog about Enemy at the Gates stating that even the best and most brilliant AI algorithm is pointless if the AI behavior does not make sense for the player... Dude...
The problems with that are/were:
a) taking one CS out of the game removes huge benefits for one player and big benefits for a few others. [...]
What warmongers are asking for is to be allowed to conquer in waves through the game, while enjoying all the benefits of pretending to play peacefully in between those waves... but with every wave of conquest they get stronger and closer to the final victory, and more unstoppable.
Warmongers who don't limit themselves to the capital of opponent + a zone of safety eventually get tons of luxuries, tons of cities in which to build more science buildings, culture buildings, tourism, tons of looted Wonders and Great Works. The AI Poland did that in one of my post-patch games. It became ridiculously overpowered in tourism, science and culture - eating up my long held 6-7 tech advances and finally running away and gaining a 6-7 tech lead and the Great Firewall before I finally build my Internet. When I finally won diplomatically, Poland was 2 spaceship parts away from SV, something like 15% away with two last cultures from a CV, and four capitals away from a DV... He had well over 30 cities, and the other AI were constantly at war with him.
It's a very good thing they at least balanced this out by heavy and lasting warmongering penalties so at least they can't benefit (as in exploit/abuse) that much from the game's other systems like trade routes (if the rest of the world embargo the warmonger and CS) and diplomacy, or it would make waves of conquest terribly overpowered (and tedious to play against). This huge Autocratic warmongering Poland was a nice challenge, but if beside that it could have traded massively and make friends to get RA etc. it would have been another thing altogether to play against that.
I don't expect to have *as good* Diplomacy with the AI as if I hadn't taken any cities, what I expect is
1) A balanced set of Victory Conditions, where one is not significantly harder than the others
This is absolutely a must, because 15+ Civs in this game are designed for conquest. Nerfing Domination nerfs them. I don't want it to be *easier* to win if you start capturing cities, but it shouldn't be *much harder*.
2) Fair treatment. If an AI wipes someone off the planet, you don't see the rest of the AI chain-DoWing him all at once. When Genghis wipes out a CS on turn 40, or Venice eats one on turn 50, you don't see the world chain-Dowing all at once. But if a player captures a CS? Game over. That makes the game horribly imbalanced for early-to-mid game domination runs. It means that the only "supported" way to win a Domination Victory is to peacefully tech science until around turn 175. That's some BS for all the civs whose unique units come in the Ancient, Classical, Medieval or Renaissance Era. Siege Towers? Yeah, right. Have fun with those. You'll take one or two cities and then get wiped off the face of the planet.
People who don't think this is unbalanced obviously don't do a lot of early warmongering. I'm *fine* with it being a struggle to recover diplomatically and financially from early warmongering. That challenge is part of the fun. I'm not fine with it being a death sentence.