First time playing the game in quite some time, encountered exactly the same issue as Secretsecret describes. Game chugging along nicely, first encounter with an AI civilization, I lose all of the overlay controls and there doesn't seem to be an obvious way to get them back. Exiting and...
We were still early in the game, so I wasn't worried about warmonger points yet. I'll try to keep that tip in mind next time I'm offered a peace treaty.
Ah, I didn't know that, but I was still certain it was Newcastle being offered, not Bristol. As you say, perhaps a rare bug. Unfortunately, I didn't save anywhere close to that event, so I doubt it could be recreated.
She didn't offer to cede Newcastle the second time, so I'll keep a careful eye after I take Rome if the cede mechanism works as it should (hopefully later this afternoon)..
No, I was certain it was Newcastle she offered to cede, as I was about to take it anyway. About 500 years later, the two did the same trick with formal declarations of war, so I brought in my mercenaries again and this time I took Newcastle by storm. Neither Rome nor England offered a peace...
I'm playing my first game as Australia (at Prince level, as I haven't played for a few months). Around the year 100AD, England and Rome attacked me in a formal war. Rome didn't have a way to attack me directly, but England had just established Bristol near my city of Perth and their city of...
I really didn't bother with spies until I started getting serious sabotage problems in my cities. After that, I usually place spies as counter-espionage, especially once I've got a spaceport under construction. (This is on lower levels ... I don't play at the top levels.)
In most games, I've built at least two slingers before I build my first settler. That way, if I have a particularly expansionist close neighbour, I can leave a slinger as garrison in my capital and still use the second as an escort for my settler. If my original capital happens to be in...
For a bad start, I'll usually risk going on with it for at least 20-30 turns. For a terrible start, I'll re-roll (no point wasting time if it's clearly hopeless).
After a few games where I had too many neighbours to start the game, I began experimenting with reducing the number of Civs. I found my comfort level was removing one AI Civ on Standard size maps.
I always send a settler out with a military escort (slingers/archers by preference), to be sure that the newly founded city isn't an easy target for my neighbours. This usually means that the majority of my military units are ranged rather than melee, which works well enough for my needs until...
Yes, that would make more sense than the current set-up.
Or, perhaps, treat it in the same way that a server in a restaurant would react to an insultingly small tip? In other words, offer too little and have it actually reduce your diplomatic standing.
I think the AI should accept a no-strings-attached gift, but it'd be seriously unrealistic to just buy/gift your way back into their graces. Perhaps cap the improved diplomatic standing to only a small proportion of the hostility, regardless of the number/value of the gifts?
I only played a couple of dozen more turns in that game, but before I knocked off for the night, Teddy (with only 1 city left to his name) demanded that I gift him a luxury and some gold. This was one of those times I wished there was a saltier response than merely "Refuse".
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