AIs are very passive in general, except the time where 6-7 of them immediately declare war on me.
Hmm, maybe you shall not turn them down every time. Maybe you dint have friendly nation that will posibly side you. Or the desire go to war blow up at single moment and in your direction. Or you just dint have necessary military power to scare them to do it. Especially by culture. But mostly they hit trigger of "no space to build colony" and search for a place to expansion, even they dint have necessary transportation to do it. All is maths with numbers. Even this your scenario can be solved by build up military power to point, that they reconsider participating in it, without even attacking you. At least I think so. I think I done thath.
-I want to ask if on Research advisor(F6), can be changed the color of Renaissance Era to something else. Or if color of researched tech can be changed from something blue to something green. On this era the colors are to similar.
-I notice a questionable trade attempt when they offer 600gold for a worker(90hammer), next time it offer 720g. I think the Ai tried to offer that sum for my GP but ended up wit worker. (On that city(capital) I have there 2 generals, prophet, one defend unit, and five workers)
-I suggest that for changing tenets one dint needs prophet. It shall be like civic.
+Prophet mission: Build that wonder if production has not start. (or resold used hammers) (One time use)
+Prophet mission: Help expand you faith to the world. (One time use)
+Prophet mission: Reset Empire Dissent. (If state religion present (Loyal - if no other present, stable - if other present - even if it was loyal before) )
-General mission: Large no penalty Draft (if not already in list to do)
-I suggest to denied possibility: to trade resources for hard cash/units/tech. Just for other resources, money per turn, treaties, tributes, gifts.
-If tech trade will not be scraped, than if possible: marked some techs as: "I dint wish to trade it" , so it will be market as not-tradable for all. (They cant ask for it. You cant offer it later.) Basically if you say this to first one who ask it for it then its no trade for all.
-IF possible (Probably not). When third side ask you for end war whit other empire. +Add answer: Only if they capitulate. And run validation. (So second can end war. But capitulate to you, or become vassal of the third side.)
-If The techs trade will be scraped. Then it will be optional to have a research treaty that will cause import of tech points from other empire.
+In 'base' it can be one point for tech that other have bud you dint have, but can research. When know each. (So if you know six then +six point to it.)
+For tech treaty (student exchange program [Academic]) its point for every his connected city, bud you pay for it in gold (half of imported). [Base effect for this empire is doubled]
+For second tech treaty (shared academic community [Electricity]) on you cities, its change/modify one (trade) route connecting you city whit city of empire that you have this treaty. From commerce to research. Or if base condition match: add research points from other city research output, that will be divided betwen techs on conditions for base tech trade. And set pay for it in gold as trade costs. [Base effect is tripled] (dint know if it clear to understand)
+The third (Shared Academic Fields) [Internet] 10% of all research income of other empire, to you own. All your cities maintenance costs: +25%. (Or something similar.)
++For this probably need to scrap some permanent alliance bonuses, and possibly the more that two civs know this discount.
+Spy mission: Establish Secret research route. Same as combination of Base effect and trade route. But if no new tech available the output is zero.
+Spy mission: Establish Industrial espionage outpost. Costly way to coping the research output from city.
+Spy mission: Sabotage research output. (Local other empire rebellion(stop production) actually increase duration of this effect)
-Pollution spreading as alternative to Scraped changed climate (Global warming). Image a pollution that spread on your work titles and decrease output of the field by -1 per level of pollution. So empire need dispatch workers to actually clean the waste. (Something like nuclear fallout mechanic)
+If the city producing producing un--healtines then there is a small chance that they will dump they waste out of the city.
+It can work on water to.
+Or it can work like dissent mechanic, or healt/unhealt can be rip off it. Something like pollution bar. (Similar to Dissent) Pollution can strike the same field improving its level. (Each level needs to be cleaned separable? If we want skip bugs like worker already cleaning.)
++If first stage (clean) is changed to second(messy) there is small chance to decrease the value by dumping some waste out.
++third stage (dirty) same as first but the pollution can cause a serious problems. Additional option is strike of city that will decrease the value by sending citizens to clean up. Or increase dissent. Or Unhappiness.
++Four stage (polluted) pollution strike are nuts large or frequented small. Additional option is exodus of population to other cities, or they deaths
+Clean up operations to decrease the value.
-Additional there shall be a world bar that if pas some point it can call random events to decrease itself like: (pollution spread on coast, pollution spreading alongside of that river, most populated areas get hit whit pollution, fallout falling randomly from skies, polar ices are melting, coasts are hit by pollution.)
+Rebellion shall reset this bar and possibly lift up the pollution from near tilles.
-Its possible to have on tectonic map script even polar rotation? () Not just cilindric. (I mean that submarines can pas up down)
-Tribal islands are for me poorly recognizable. Is possible change its art, to something that will stand out more? Like they base isint the yellow island but brown wood platform.
https://media.istockphoto.com/photo...=GKUCf_2H5ZLFqga8Rb7Ros7OkX-mvAfiBuWa4wAJqls=
or
https://www.cruisemapper.com/images/ports/1115-d943698ca35.jpg
-Probably know: Mesage: Missionary fail spread the religion. (But due to the tennet it has been spread anyway.)
-Probably know: Statistic page (F10) that display how many I have buildings in empire display only palace. Same goes for units Settler. But the tiles improvments are displayed.
-If no changes to Grenadier will be make. then ho about considering etalon or alcohol as source for them, so add "or suggar" to build condition.