SultanRedSnake
Prince
Sorry for the double-drop but, playing as America, England’s refusal to talk from initial flip persisted until game end (1962). WBing relations had no effect .
I don't recall exactly how the Berlaymont effect is implemented, but it does not guarantee willingness to enter into a defensive pact. Iirc it just removes/limits the impact your military strength has on this decision. In other words, if the AI would otherwise sign a defensive pact but your military is too weak, they would become willing with Berlaymont. If there is any other reason for them to refuse then Berlaymont does not make a difference.I can’t confidently declare a bug outright but I have reasons to suspect Berlaymont isn’t working as intended. There aren’t any previous reports in this thread I was able to find, but I also know non-trivial changes to DPs in particular and diplomacy have been made in the last year so.
The simple issue is that after building it I observed no change in “No Gain” denials. I’ve done some cursory testing so far to eliminate as many factors as possible (attitude, existing AI deals among each other, vassals, era, etc) to no avail. I can only say that much.
EDIT: So I was able to produce a situation in which finishing Berlaymont resulted in several civs expressing willingness to sign pact. Forming only one with any of these caused the others to then refuse again.
Do you have a save for that (at any point, really)?Sorry for the double-drop but, playing as America, England’s refusal to talk from initial flip persisted until game end (1962). WBing relations had no effect .
I’m only able to parse the easy parts of CvTeamAI and from that I was only able to connect the hard pact limit with DENIAL_NO_GAIN. Any line that was not accompanied by one of your helpful comments might as well be Greek. If the other factors you just outlined would show as NO_GAIN then, combined with my other reasons for hesitating to even post, my report is probably moot.I don't recall exactly how the Berlaymont effect is implemented, but it does not guarantee willingness to enter into a defensive pact. Iirc it just removes/limits the impact your military strength has on this decision. In other words, if the AI would otherwise sign a defensive pact but your military is too weak, they would become willing with Berlaymont. If there is any other reason for them to refuse then Berlaymont does not make a difference.
Do you have a save for that (at any point, really)?
There is a cap based on population, but I can’t remember the ratio so you’ll have to stay tuned for Leoreth to respond.v 1.17.0: I'm not sure if this is intended behavior or not, but I'm not getting the full happiness value for my garrison in Anuradhapura (Only 5for 7 units). Is this because it's on a separate landmass from my capital? Is there a cap on the happiness the Monarchy civic can provide? Or is it just a bug?
Thanks so much for the explanation! Makes sense there would be a constraint on that mechanic.There is a cap based on population, but I can’t remember the ratio so you’ll have to stay tuned for Leoreth to respond.
EDIT: Oh duhhhh I just realized the ratio is right in front of me. Population is 10, bonus is 5. Cap is half of population.
Sorry, I was wrong in my original post, confusing Berlaymont with the Amber Room. All that Berlaymont does is change your defensive pact limit. AIs will react with "no gain" if you are at the defensive pact limit but that is not the only reason why AIs respond "no gain". And Berlaymont will not help with that.I’m only able to parse the easy parts of CvTeamAI and from that I was only able to connect the hard pact limit with DENIAL_NO_GAIN. Any line that was not accompanied by one of your helpful comments might as well be Greek. If the other factors you just outlined would show as NO_GAIN then, combined with my other reasons for hesitating to even post, my report is probably moot.
Is that save for the Berlaymont issue? The naming suggests that. I'd rather have a save for the infinite refuse to talk.I currently don’t have home internet (long story) and am having to use my iPhone via USB as a go between. It’s not going well. I’m gonna keep trying unless you determine it’s def not worth either of our time.
EDIT: Nevermind just had to be zipped.
EDIT 2: You didn’t ask for a Ber-related save in the first place. I just noticed. I also just remembered that I ended up at war with England but this is still 1930.
This is the code (from CvPlayer::acquireCity):Me again! Played Ottomans first time in years and was unable to observe Topkapi effect as described. I then ran some controlled tests (conquering city before and after completing wonder, queuing building or unit immediately or only after end of resistance, etc) and each combination yielded a null result.
I only found one similar report from 2018 and your response was that the effect should be in the form of “initial invested production” and I bring this up to confirm that I at least knew what to look for.
Also curious to finally track down where and how this is implemented, as so far my admittedly non-exhaustive dives through files and .DLL haven’t succeeded. Thanks again cap.
// Topkapi Palace effect: initial production in conquered cities
if (bConquest && isHasBuildingEffect((BuildingTypes)TOPKAPI_PALACE))
{
pNewCity->changeProduction(GC.getGameINLINE().getProductionPerPopulation((HurryTypes)0) * getCurrentEra() / 2);
}
Thanks! That's exactly what I need.Hi me again on this matter. The same "Inca-in-Mesopotamia" bug happened with Poland and Egypt. Attached is a photo; the saves right before Egypt collapsed and right before Poland spawned are attached. Thanks.
Let me know if other saves would help
The confirmation that No Gain isn’t exclusive to pact limit, I think we can put the Berlaymont question to rest. It was an itch I had to scratch so thanks for engaging.Sorry, I was wrong in my original post, confusing Berlaymont with the Amber Room. All that Berlaymont does is change your defensive pact limit. AIs will react with "no gain" if you are at the defensive pact limit but that is not the only reason why AIs respond "no gain". And Berlaymont will not help with that.
So I still think it is working as intended.
Is that save for the Berlaymont issue? The naming suggests that. I'd rather have a save for the infinite refuse to talk.
This is the code (from CvPlayer::acquireCity):
You can think of it as a free slavery effect that is triggered at the conquest of a city and doesn't cost any population. The production is treated like overflow production from a previous building, i.e. you can freely assign it to a building or unit and it gets applied during the next turn.Code:// Topkapi Palace effect: initial production in conquered cities if (bConquest && isHasBuildingEffect((BuildingTypes)TOPKAPI_PALACE)) { pNewCity->changeProduction(GC.getGameINLINE().getProductionPerPopulation((HurryTypes)0) * getCurrentEra() / 2); }
I definitely know it worked at some point, so with this in mind please check again. If it still doesn't seem to work, please give me a save from before you conquer a city where it does not take effect.
Thanks! That's exactly what I need.
Whatever it takes to be dubbed Royal Playtester.Oh that is good to know.
With Republic you need to have a tech that allows a building that allows that kind of specialist. You don't need to build the building, but you need to be able to, basically. I do think this should be communicated in the civic screen or civilopedia entry somehow.Starting a 3000 BC Phoenicia campaign on the latest version (1.17.0), and I cannot hire a merchant in my capital even though I have the Republic civ enabled. I also can't hire artists or statesmen. Am I misinterpreting Republic's effect? Do you just get to hire one specialist randomly chosen between Scientist, Artists, Statesmen, or Merchants? Is there a tech requirement I need to fulfill? Or is this a bug?