Will AI understand that? If not then its buggy and exploitable from deifinition.Aztecs - Itzcoatl - Triple Alliance
- GainGold and
Faith from kills.
- Declarations of Friendship act as Defensive Pacts and vice versa.
Will AI understand that? If not then its buggy and exploitable from deifinition.Aztecs - Itzcoatl - Triple Alliance
- GainGold and
Faith from kills.
- Declarations of Friendship act as Defensive Pacts and vice versa.
Yes, that's exactly it.
When a great person is created, the AI will try to find a "directive", based on certain sets of conditions. For example, a great scientist will be on a plant directive if there's less than a certain number of academies, or they are not losing a war. Otherwise, they will go for a bulb directive. Now, since all vanilla civ 5 great people can be used to start a golden age, the directive to start the golden age is still in the DLL, so the AI can use it. It's not too difficult to add it in anyway, just need to copy the logic from great artists.- Can this unique action be used by the AI and, if yes, how (I'm interested by the logic behind it) ?
I didn't do anything actually. I assume they will use they will use the default line unless a custom one is set.- Since VP gives leaders a set of additionnal unique lines (most notably during trade talks), what did you do for modded leaders like Victoria (did you added some things) ?
I think that mod is just a UI mod, ie lua only. If that's the case, it is compatible. From reading the thread, you just need to add an entry to a custom table used by that mod.- As someone who is familiar with the code of VP, do you know if the True alternate leaders mod is compatible with it ?
Not sure what you're referring to when talking about traits?- Are there modifications to the AI traits in VP and, if yes, what are they (I would like to begin doing lists of traits for the finished leader concepts) ?
Not sure what you're referring to when talking about traits?
I'm not that clear on how the AI works, since I don't really mess with it much (too complex!). Read the comments here (3rd comment onwards), should give you a rough idea of the VP AI.
Ah, those would be the flavours. If you are asking about new flavours, then I don't think there are any.An example with vanilla Napoleon.
Spoiler Napoleon trait :
Competitiveness 8 (10-6)
Wonder Competitiveness 6 (8-4)
City-State Influence Competitiveness 7 (9-5)
Boldness 9 (10-7)
Diplobalance 3 (5-1)
Hate Warmongers 3 (5-1)
Willingness to Denounce 3 (5-1)
Willingness to Declare Friendship 4 (6-2)
Loyalty 3 (5-1)
Neediness 4 (6-2)
Forgiveness 7 (9-5)
Chattiness 6 (8-4)
Meanness 6 (8-4)
Offensive Unit Production 6 (8-4)
Defensive Unit Production 3 (5-1)
Defensive Building Production 5 (7-3)
Military Training Buildings Production 6 (8-4)
Recon Unit Production 5 (7-3)
Ranged Unit Production 6 (8-4)
Mobile Unit Production 5 (7-3)
Naval Unit Production 5 (7-3)
Naval Recon Unit Production 6 (8-4)
Air Unit Production 5 (7-3)
Naval Growth 5 (7-3)
Naval Tile Improvements 5 (7-3)
Water Connections 5 (7-3)
Expansion 8 (10-6)
Growth 5 (7-3)
Tile Improvements 6 (8-4)
Infrastructure (Roads) 5 (7-3)
Production Emphasis 5 (7-3)
Gold Emphasis 4 (6-2)
Science Emphasis 7 (9-5)
Culture Emphasis 8 (10-6)
Happiness Emphasis 4 (6-2)
Great People Emphasis 5 (7-3)
Wonder Emphasis 4 (6-2)
Religion Emphasis 3 (5-1)
Diplomacy Victory 4 (6-2)
Spaceship Victory 6 (8-4)
Nuke Production 6 (8-4)
Use of Nukes 5 (7-3)
Use of Espionage 5 (7-3)
Anti-Air Production 5 (7-3)
Air Carrier Production 5 (7-3)
Land Trade Route Emphasis 5 (7-3)
Sea Trade Route Emphasis 5 (7-3)
Archaeology Emphasis 5 (7-3)
Trade Origin Emphasis 5 (7-3)
Trade Destination Emphasis 5 (7-3)
Airlift Emphasis 5 (7-3)
Likeliness to Declare War 8 (10-6)
Likeliness to be Hostile 3 (5-1)
Likeliness to be Deceptive 7 (9-5)
Likeliness to be Guarded 6 (8-4)
Likeliness to be Afraid 2 (4-1)
Likeliness to be Friendly 6 (8-4)
Likeliness to be Neutral 5 (7-3)
Ignore City-States 4 (6-2)
Friendliness to City-States 6 (8-4)
Protection of City-States 7 (9-5)
Conquest of City-States 7 (9-5)
Bullying of City-States 4 (6-2)
What I was asking is if there was traits added by VP (although it has been said that flavors are less important in VP, so adding traits may have been useless).
Ah, those would be the flavours. If you are asking about new flavours, then I don't think there are any.
I don't think there are any that are new. I missed the last few words, I was distracted...Well, the "semi-official" civilization wiki says otherwise, but I know that we call this flavour here.
Thanks for your answer.![]()
That worksI like the concept, but it's far too strong, and has too many components. It wouldn't fit in a UA description (3 line limit). Just having straight faith on forest/jungle/river/lake would just look like an off-brand Cernunnos Celtic pantheon.
How about this?
Iroquois - Deganawidah - Great Law of Peace
- Forests and Jungles act as Roads for Units and can be used to establishCity Connections.
- Gain 15Influence with the target City-state when you spread a religion with Missionaries, and 30
Faith when completing Diplomatic Missions, scaling with Era.
- Gain 15Influence with all met City-States when you Expend Great Prophets.
Oh right lol Okay, so then the Iroquois would benefit a lot more from sending Great Merchants to City States than forming townsDiplomatic missions are the unit actions done by diplomat, great merchant and great diplomat units when they are expended in CS territory.
The thing about this UA is that, while it would be nice to have your own religion, none of this stuff would necessarily benefit more from you having your own religion, rather than being a follower of another. I don't necessarily think these bonuses are enough to be of much help for founding, but they won't hurt.
Iroquois - Deganawidah - Great Law of Peace
- Forests and Jungles act as Roads for Units and can be used to establishCity Connections.
- Gain 15Influence with the target City-state when you spread a religion with Missionaries, and 30
Faith when completing Diplomatic Missions, scaling with Era.
- Gain 15Influence with all met City-States when you Expend Great Prophets.
That seems like a good compromise for the UA. I was initially going to object to the "gain Influence if Religion is City-State majority" since Missionaries are only really needed to introduce/convert Cities to a Religion, otherwise Inquisitors are to be sent to keep your Religion the majority. But then I realized that you can only use Missionaries so much, so this keeps them relevant in the game longer once all City-States within reach are converted lol So this gets my approvalThe problem I have with this is that the third bonus has the same effect has the second bonus Frederick I Barbarossa has (When conquering a city for the first time, gain Influence with all met CStates) : conquering cities require a lot more efforts than simply accumulating faith, so there should be conditions for this gain of Influence. I also consider the second bonus to be far too powerful (compare it with what Louis IX has)...
All in all, I have a new proposition.
Spoiler Deganawidah Iroquois :
Iroquois - Deganawidah - Great Law of Peace
- Forests and Jungles acts as Roads for Units and can be used to establishCity Connections
- Gain 15Influence when you spread your main religion in a CState already of your main religion.
- Gain 15Influence with all met CStates of your main religion when you expend Great Prophets.
- Gain 30Faith when completing Diplomatic Missions, scaling with Era.
With these bonus, you are required to maintain a strong religion to be able to benefit from increased influence, which can be quite tricky, so you'll have to specialize yourself a bit (by taking the Church and Evangelism/Pacifism/Resilience/Ritual/Scripture beliefs).
Nevertheless, succeeding in keeping a strong religious grip on CStates will still allow you to maintain alliance easily. For the most faraway CStates, you can use diplomatic units, and they'll help you maintaining a strong religious core by rewarding you with Faith when expended.
If you are successful in converting other civilizations to your religion, and so in having a religion with a very wide influence, taking the Resilience belief (which decreases the cost of GProphets) will allow you to gain plenty of Influence all around the world. In a more contested religious game, increasing the conversion strength of Missionaries seems like a better choice, for it will allow you to consistently suppress rival religions.
One difficult thing with this UA is that you'll gain no faith during the "religion creation" phase, so investing in Shrines early one and expending to create more of them will be required (fortunately, the fact that one more religion can be created in all games since the last versions of VP helps a lot).
Also, there is actually at a minimum a 4 lines limit for the UA (see Boudicca's UA).
I initially liked the idea, but after some thought, I think it would make Meiji snowball super hard. (trigger super GA > get ahead in tech > get eras faster > trigger super GA)My vote would be the GA on new era. I don’t like the gg/ga birth trigger, since it’s the exact same as the Prussia mod, and I don’t think tilting Meiji militaristic is necessary.
I initially liked the idea, but after some thought, I think it would make Meiji snowball super hard. (trigger super GA > get ahead in tech > get eras faster > trigger super GA)
Again, from experience with Prussia, free GAs don't increase the next GA cost, making permanent GAs far too easy. So, I think we should go for Golden Age Points instead.
I do like the idea of moving away from a militaristic UA.
How about this: Gain +4 Golden Age Points, scaling with era, in the Capital for each tech behind the tech leader, in addition to the super GA.
I'm not too sure if changing an existing leader's UA would go over well with others, though I think this is a worthy change. Oda was a notoriously brutal warlord, albeit due to the times he was living in, and specifically unified Japan by conquering every single region. Heck, looking through his history, he was basically the Genghis Khan of Japan! Though not nearly as awesome as Temujin himself lol So Oda Nobunaga's UA rewarding the conquest of cities and using Generals to found new ones is most fitting for him and sounds fun to play. As a small suggestion, maybe conquering Cities should reward GAdmiral points as well since Naval Units are a must for conquering coastal/island Cities. Or would that be too much?Also, after returning to Tokugawa Ieyasu once more, I have come to the conclusion that my idea for his UA is simply too complex, hard to balance and exploitable, so I'll scrap it.
However, that doesn't mean that I've given up on Ieyasu as a leader. My new idea is to give him the Shogunate UA of Nobunaga, and give a new UA to Nobunaga (a UA which reflects his ruthlessness and the total chaos that was the Sengoku-jidai), so I'll work on this.
Edit : Early concept
Spoiler Oda Nobunaga Japan :Japan - Oda Nobunaga - Gekokujo
- +1Culture and
Faith from Defense and Military Training Buildings
- GGenerals can be expended to found cities with free defense and military training buildings (depending on technological level)
- When conquering cities, gain GGeneral points, scaling with era.
(Tokugawa Ieyasu takes the "Shogunate" UA)
Since I don't know if it will possible to give this type of action to GGeneral while keeping them "normal GP", I suggest using the Daimyo UA of the Meiji mod by JFD : they will be unique GP, but will only have this unique action as a distincive feature.
I'm not too sure if changing an existing leader's UA would go over well with others, though I think this is a worthy change.
Oda was a notoriously brutal warlord, albeit due to the times he was living in, and specifically unified Japan by conquering every single region. Heck, looking through his history, he was basically the Genghis Khan of Japan! Though not nearly as awesome as Temujin himself lol So Oda Nobunaga's UA rewarding the conquest of cities and using Generals to found new ones is most fitting for him and sounds fun to play.
As a small suggestion, maybe conquering Cities should reward GAdmiral points as well since Naval Units are a must for conquering coastal/island Cities. Or would that be too much?