Advanced Diplomacy
Advanced Diplomacy adds depth and realism, making diplomacy dangerous and important for any player that wants to succeed. The AI is fully aware of all the new diplomacy options, and will trade for them, or in return for them.
- Embassies
- Embassies are a vital agreement that must be made before Open Borders or any form of alliance can be made with any other civilizations.
- Right of Passage
- Rights of Passage are a limited form of Open Borders. They only allow non-combatants and trade through the borders.
- Contact
- Players can sell contact with other civilizations, if they have not met the third party.
- Trading Workers
- Players can buy and sell workers on the market.
- Trading Military Units
- Heavy Military units, like Aircraft, ships, and siege machinery can be bought and sold to other players.
- Trading Corporation HQ's
- Players can sell and buy the headquarter of corporations.
- New AI Memories
- The AI will know when you start lots of wars between others, or when you backstab a good friend. Don't expect them to forgive you for being manipulative. However, deciding NOT to declare war when asked may grant you better relations with the targeted nation.
Ruthless AI
The
Ruthless AI Gameoption will make the AI much more manipulative and harder to beat than normal or Aggressive AI. The AI will use techs and gold to hire war allies, often sparking small border disputes into raging world wars that ultimately will work to their advantage. Expect to be sneak attacked, or worse, blitzed, as the AI siezes poorly defended border cities, and gobbles up smaller city-states. The AI will remember your breaches of trust more keenly; it may be wiser to die an honorable death then become the next Benedict Arnold. Lastly; suspect every AI request; an ordinary map request may actually be a search for future attack sites, so be prepared for pre-emptive strikes.
Expanded Cities, Multiple Production & Multiple Research
With the
Larger Cities, your cities will expand to a third level of workable tiles at "Influential" culture. Your cities will be able to work 37 tiles, and become large powerhouses. Just be warned, unhappiness and unhealthiness will plague the cities, as their size spirals out of control. These expanded cities will likely take advantage of
Multiple Production, which allows them, if they have enough overflow production, to build multiple units or buildings in one turn. Likewise, if your research becomes high enough, you could research more than one tech in a turn.
Usable Mountains
With
Usable Mountains, every peak will give 3
, and will become passable after the research of "Mountaineering". Mountains give +75%, the largest in the game, and become strategically important to research, especially if others already have the ability to cross them. A special promotion is available to Great Generals that allows them to cross peaks before researching Mountaineering, so that your armies can elude more backwards defenders and raid and pillage enemy land with easy.
Defender Retreat
With Defender Retreat, defending units that have a withdraw chance, and are not in a city have a chance, if possible, to retreat backwards towards a safe tile. (A safe tile is one where there are no enemy units around it in any direction).
Dynamic and Fractional Experience Gain
Unit XP is now saved in fractional values, and units gain experience dynamically, depending on their battle success and the odds. The less likely a unit will win a battle, the more XP it will receive, to a maximum of 6XP attacking or 3XP defending. Units will always receive a minimum of 0.25XP. In battle, the less health the units lose, the more XP the units can earn, so that players are forced to make more strategic attacks, and that players can no longer gain significant amounts of XP by attacking very weak units.
Great Commanders
Great Commanders replaces the ability for Great Generals to join with a unit, and instead, they lead units into battle by being near battles. If a great general is near or on the site of a battle they will earn 1XP each time your forces win (up to 5XP a turn), and can earn special Commander-Only promotions that apply to your entire nearby army.
Great Commanders can help your units withdraw from one-sided battles, or give your forces the edge they need to destroy the enemy. Use their promotions to turn the tide, and the odds in your favor. Just don't be surprised when the AI uses them against you too!
Fixed and Realistic Borders
Fixed Borders stops enemy culture from shifting your borders, but only with certain civics. Yours, and enemy units can claim tiles and shift their allegiance to you, even without any culture. Forts now give off 1 culture per turn, and can be used to claim frontier land, before someone else does. Forts that have defending units in them also give off a
Zone of Control, one tile around them. Enemy units that enter this zone of control will be forced to confront and attack the fort, or retreat out of the area. By strategically building forts, one could create a nearly impenetrable wall of forts, where all the choke-points where heavily defended forts.
Realistic Borders causes culture to spread based on the terrain and features on the land, more quickly on grassland and plains, but slower over peaks and densely vegetated areas.
Realistic Corporations
Corporations are no longer state-controlled entities. While the State may own the city a corporation operates in, or the headquarters for the corporation, they can not control it's spread, except in extreme circumstances. No Executives or units that can spread corporations can be trained, except when using a civic that blocks foreign corporations. Corporations are no longer founded by units, buildings, or otherwise. Instead they are founded by a little bit of luck, and some strategy. Each turn, the game will check and try to found corporations if the conditions are right. It will favor cities that offer the best situation for the corporation, so having cities with most, or all, of the resources a corporation needs will prove beneficial. Being more technologically advanced helps to a small degree. Further, having civics that boost corporations that are beneficial will help too, but more on that later. The game will roll dice each turn to try to found the Headquarters, and if the roll beats the odds, one will be formed. Also happening each turn, every city checks for nearby corporations, (almost exactly the same religion spread works now) and will try to spread a corporation to your city. If your cities are more beneficial to the corporation, the faster they will expand. Having large road networks will help you expand corporations more quickly. Now that Corporation Spread is out of your control, there is one new factor in the player's control. Instead of paying "Maintenance" to corporations, you can decide to tax, or subsidize corporations. Subsidizing them will cost you money, but will cause corporations to favor your cities and spread more quickly to your cities. Taxing corporations will generate revenue for your nation but will slow corporation spread. If you tax corporations too much (compared to other nations), corporations may decide to close their businesses in your cities, and will not return until conditions improve. Corporations are now essentially state-less entities that will spread in your cities if you are receptive to their needs. You can use them to boost culture, production, or fulfill other needs, and generate an income too; all while reducing micromanagement for the player.
United Nations
Ever wanted to play with the UN, but hated when the AI used it to win the game? Use the United Nations gameoption, and the UN will still be active without Diplomatic Victory, and no one will be able to use it to win, but you can still have all the other normal votes.
No Future Era
Some players simply dislike the late game. It's understandable, because Rise of Mankind lasts about 100 years longer than Beyond the Sword does. The No Future Era option fixes that. The tech tree will hide all the tech's past the modern era (except for the Future Tech), and blocks players from getting futuristic technology.