Hi, i have a reports that's are probably know: (I write once again a long letter, and once again some lines are repeating. So please, keep wit me.)
-Marae (Polinezia UB) needs monument to construct. But the city have Obelisk (Egyptian UB) and i cannot construct Marae.
-AI: Still trying to hand over a city but the offer is still empty (No raze city game option ON) +Suddenly i don't remember if there is a disband city option.
-I have mega map and 25+ civs, I am on top, and i seeing a repeating element: the world is on war. It don't matter that the empire is on war whit multiple of his neighbors, it declare war on empire that is oversee, even if they had a good relation ships. Or they loosing a war and still declare a war against another opponent. Only once i notice the betrayal conviction act.
+Second to this, once the empire is on war they are more like to declare war on another opponent. Like in my game there was a peace for quite long time then suddenly one break the peace and its a snow ball from that point.
-Trading a resources: AI still trying to ask something that they no side need. The cost of resource drop to not needed the moment you have one. Like i need a stone, but no one want to selling it to me. But once someone does, then the others just offered it to me really cheap.
+can be paying hard cash for a resources (one time payment) excluded from the diplomacy board? Or it will change to pay per turn? Or will that be a another option. (after the time period we will pay this per turn.) They just keep asking more and more cash every time they make deal and then break it.
+Can we set that the resource that come from
-AI diplomacy when they are vassal, then whats its the point of the diplomacy agreements? For improve relations and trade?
+Can i force them to have (or to join) a collective (federation) treaty about the unit passing. (for others vassals) Or mutual sharing of resources? (that will means that at last one piece of resource type is protected from force trade/ "give it to me!") This will benefit the small empires that need the large amount of different resource to prevent them from break down.
Idea:
-Can be there two icons refereeing to you are on war on side panel displaying empires rank list. Like normal icon is two swords and if there is this x-turns you will not be able make peace (refuse to talk): icon: two swords in circle or shield, so unbreakable.
-When a empire drag other empire to a war, then i will like if they are linked in means that if the original make peace, then the peace come for all who joined the war this way. Or at last a window making strong peace talking diplomacy will take place. In this solution one can get out from a war they agree to join because they asked for it, or you can push the war by saying no to peace. ( (in previous versions) they was doing: dragging a neighbor to a war towards the common enemy then negotiate peace for themself)
-Apostolic palace, UI: resolution: World peace (not just make peace with someone, but all)
-when asking for go to war can there be a option to support differently that declare war like: sending resources, and money, or (production points?). [This can be just a options to reply or just pop up window with options or just opening the diplomacy window for regular trade.] This type of help will fall when peace or if he declare the real war. On diplomacy window this type of treaty can be marked as "Helping wit war effort." (the next step is just a alliance or something else.)
-The ting about stealing territory via culture from my vassals, is bothering me. I know the goal of game is to capture the map, overtake the cities, but sometimes, you empire is not ready to take on another city. Can i ask it will be hard to make script that will check if the culture tile is in working range of another city (that 20 tiles around the cities), and if yes then not to steal the territory, or in opposite way to kept them for itself, to guarantee the city functionality. (Can be obstructed by forts, (camps?))
+That come for conquering the cities. Instead of just three options: Take, destroy, return a four one shall be a "Puppet government". (This will create a pseudo vassal city state. The home empire will not get full control over city. He cant produce units or getting money, research, but it will get the culture border. The puppet city state working on its own develop like building buildings can produce dedicated worker and defense draft force that will stay in the city. The color can be white in comparison to barbarians. Of course the city can be liberated, and if the owner will fall a revolution can be instant trigger.) [probably mostly unrealistic]
-Break down of empire by resistance to create a new empire. For a certain number of turns mark it as a rebelled empire that will lock the population change (mostly going extra fast down due lack of resources). Same come for a happiness, unhappiness, health, unhealthy, dissent, culture composition. When a revolution appears near, or in the former parent, current parent, and ability to join this empire to overthrown the old one.
-Draft: (It work one population per unit? Right?) If yes then a lite boost that will still basically cost one per population, but.. A extra value for the size of sacrificed population. Like when you drafting from a city size of 10. Then a value 9 (10-1) will be send to capital. There will be bar that if filled a another draft unit will be created (if received value from all draft in cities * some smart formula about prices > cost of unit = create another unit) This shall fixed the question about cost of draft.
-did the cost for stealing the tech drooping by number how many know it, like it do for research?
+Can this price be described on diplomacy window, like pop up window?
+Can internet wonder (he still granting the techs right?) just doping the price of tech after two know it and extra down for the owner of that wonder?
-Can be prayer tenet changed from +% cost for some leaders production (mostly useless) for like a double support cost for units outside borders?
-Minimum distance on witch one can build a another city is 3. But there is problem when large city is conquered and then there is a time period of waiting to get his culture to start build up and claiming territory. On previous games the AI use this to sneak a city into the position and screw up the big city once it come online. Can be the minimum distance for a another city if its not yours increase to 4? (3 for yous 4 for enemy)
+Or there can be some pseudo cultural territory on half force of original, that can be overshadow by normal type of culture claim, but the sole purpose of this is to prevent sneaking city to free spot of fort next to city to claim that resource.
-can Subsistence or Reciprocity civic contain something like half pollution from dessert and town or something like that? (Are we not thinking about civilization that come from deserts?)
-can be long-bowman not be up-gradable to a musket-man? (Its a skirmish unit)
-For a religion wonder can we split the +1 income to, +0,5 come to a wonder, and the other +0,5 will stay in the city where that temple is?
-It will be hard to implement (getting free scout/ warrior) from a sea village to stay that unit on the ship, even if that ship don't have carry slots? [possibly force upload when reach owner city]
-Barbarians who committing pillage carry the gold whit them. [this gold possibly goes to collective bank]
Thanks for you patience, and glad that you are still with us.