dretnoth
Warlord
Hoping that this prevent the AI going unhappy from repeating denying request: go to war.
On the other hand, the base game had a nice diplomatic trade off in place where you would generally want to trade with everyone for the best economic output, but could not always do so because civ A hated civ B and you needed to stay on A's good side for some reason. It added some interesting wrinkles to diplomacy especially if A was more threatening but B offered more lucrative trade routes. Considering that trade routes are free income for each city, there should at least some diplomatic cost to keeping them.Still figuring all that out but I wouldn't want Right of Passage or Non-Aggression to cause such penalties. Makes sense for the higher level deals though.
Oh, I hadn't even considered this implication. I suppose the war preparation trade entirely replaces a go to war request?Hoping that this prevent the AI going unhappy from repeating denying request: go to war.
Hoping that this prevent the AI going unhappy from repeating denying request: go to war.
Oh, I hadn't even considered this implication. I suppose the war preparation trade entirely replaces a go to war request?
On the other hand, the base game had a nice diplomatic trade off in place where you would generally want to trade with everyone for the best economic output, but could not always do so because civ A hated civ B and you needed to stay on A's good side for some reason. It added some interesting wrinkles to diplomacy especially if A was more threatening but B offered more lucrative trade routes. Considering that trade routes are free income for each city, there should at least some diplomatic cost to keeping them.
Edit: especially considering the requirement for Trade Agreements, it would be a shame if this kind of diplomacy would only enter into the question in the mid game.
Need a better name than 'Trade Agreement'. Suggestions welcome. Note that these deals are all available regardless of Civic choice, so things like 'Free Trade Zone' won't work.
Something else: How ships are marked in can pas borders? Privateers are clear. But unprotected transport loaded whit troops...
Fights between two enemies on territory of neutral are still approved?
So i really hope the peace agreement, stop AI asking, that i declare war to someone i dint want to. And they dint become unhappy because of this. Or they auto get -1 attitude because i cant or because they try ask and action denied every time.
when i fight whit coop and defend Ali city or have units in are i getting +attitude?
The download is updated whit late patch right?
What's wrong with Trade Agreement, other than the fact that trade is enabled by the previous tier?
Which agreement are you referring to here?
Agreement to not declare war. I have it whit subject A. But subject B asking me to declare war against A. Previously they got -1 attitude for every denied request. So will the non aggression treaty prevent them from asking and going unhappy towards me? Other like B asking to cancel treaty whit A will still give -1 attitude, or they will be protected to?
Or it will be automatically like "We the B, are upset, because You have that treaty whit A." , "You are in alliance whit A!" , "You are the same as our Worst Enemy."
This is all absolutely fantastic! The expanded soundtrack alone adds a ton of enjoyment for me, to say nothing of everything else you've added.
Not sure if this is a known problem, or me misinterpreting something, but in my most recent game on Windows (Windows Earth map, Brazil/Dom Pedro, Noble, Epic) I suddenly gained contact with a bunch of old world civs despite not encountering any of their territory or units. Just from the timing, it looks like might have something to do with their founding religions? I can provide the save file if it'd be helpful.
But something else got in my mind. Can you post you list to do things fo HR? If is digital of course. If is on paper dint bother, or just say NO, it will be surprise.
I want to know if is possible that city will have protected his closest work tiles from overtaking by expanding opposite city culture.
Imagine: Between you city and opponent city are 3 squares. You city have cultural level 3, his has 6. All you squares are overtaken by opponent. So the question is if is possible to have... let say a protection from overtaking at last at range 1? (it help even rebelled cities, from fall, when all that previews owner need to do is wait, but who will wait?) Or just have some different math in order to overtake. Like for purpose of ownership of the square, if is in range 1 from you city opponent culture have penalty -75% (dint count for dissents) if is in range 2 its only -25% on range 3 is out of the city so no. (and it will have a effect on computer performance if the game is bigger.) The just conquered city will ... maybe have a difficult dis/advantage for AI to take.
Second think, when conquering city. There is a option to take, destroy, return. How about 4. option: ban the city population? The population will drop one per turn until it will reach one and game ask you if you want destroy the city. (This can exchange the instant destroy option. You can save you city from raze by enemy!) The population can move to other opponent cities. (based on culture mixture. Barbarians can go to any empire.) Or rarely this feature can go to free draft in nearly opponent city, as a alternative to population raise. (It can make barbarians harder) Or when you culture in this city arise to certain level before it reach 1, the game will ask if you want still go to razing or save it. (It will make the AI revalue if the city will be NOW usefully for them or still not.)
Originally i was thinking how to solve problem when i conquered a city thatch was conquered by 3. side but has been owned by mi friend, but i want destroy it, but i dint want -2 attitude for you destroy one of my cities.
When i think about it it will be nice if there is option to pay gold for (No building destroyed by RE/conquering.) Or pay money/spy points/spies or missionaries or inquisitors (as a purge police) - to deal whit population mixture in odder dealing whit the dissent by ahead. Or one time-used-per conquering slay 20% population to get (for 20 turns bonus to culture mixture converting rate to yours, and 20% original population wort unhappiness)
How it that sound?
FINALLY!!! I was wainting for this since last year! I think History rewritten is simply one of the best mod of civ 4.
You could put ethinic skins for the tanks in the late game!
I would find very interesting a unique single unit for each leader (like civ 6)
or create a penalty when there are several units per place (such as realism invictus).
1967 save crashes to desktop upon end turn whenever I can get it to load, sometimes it crashes on launch. The 1946 save is the last one that loads reliably from before that.
Is it correct that a well can now only be built by labourers, and not workers?