1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. Photobucket has changed its policy concerning hotlinking images and now requires an account with a $399.00 annual fee to allow hotlink. More information is available at: this link.
    Dismiss Notice
  3. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  4. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  5. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  6. Dismiss Notice
  7. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

City State Diplomacy Mod (Updated)

Discussion in 'Community Patch Project' started by Gazebo, Oct 18, 2010.

  1. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    12,967
    Location:
    Aquidneck Island
    No, but it will be less likely to use the unit if it knows it can't immediately kick the other player out of the ally status. It will either wait for a critical mass of diplo units OR it will move on to greener pastures.

    G
     
  2. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    12,967
    Location:
    Aquidneck Island
    14.0 is up! Going to bed. Test for me, will ya! And let me know if the fracking AI figures out a way to gift gold. I've cut off every possible means on the XML side, so perhaps the AI is more evil than I thought....

    Units are cheaper, so spam away! :woohoo:
     
  3. jel

    jel Chieftain

    Joined:
    Oct 3, 2006
    Messages:
    7
    Is it possible to get a copy of v10?
    With the new hotfix, i want to try an old save, but it needs v10 of this mod.
     
  4. Daft73

    Daft73 ¯\_(ツ)_/¯

    Joined:
    Jan 23, 2008
    Messages:
    494
    Location:
    Baba Yaga's Hut
    Wow Gazebo you are a machine! Updates to fix updates that were originally updated fixes. The first 6 months are full of these fixes where the mod community, and game, clash heads, swap ideas..good times. :crazyeye:

    Thanks for all the dedication, and time. Your Mod gives diplomacy a much needed fix. It is much more natural to have a town dedicated to such ventures...not having to dip my hands into the cash funds, or give away units. Sending an envoy also has minor risks(if not watched) so it's not a free-bie. Again, thank you. :clap:
     
  5. Seek

    Seek Chieftain Supporter

    Joined:
    Aug 7, 2010
    Messages:
    3,292
    Ok, that's too bad - I was assuming that you were using the gifting system. I understood that you chose the techs wisely, it definitely led to some tough decisions! Perhaps you could scale the movement bonuses more? Or perhaps give the movement through borders promotion to the later units only? Anyway, this issue hardly breaks the mod, I will certainly continue using it!

    The CS was directly between my empire and theirs, right on both of our borders, and it was the only cultural one on our section of the map, so could be Siam has a high flavor for cultural CS's given their UA. And, yes, they were escorted - using v11.
    Keep up the good work!:goodjob:
     
  6. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    12,967
    Location:
    Aquidneck Island
    Once the mod is balanced, I will try to make the later units more worthwhile via promotions and movement points. At least, until I can give each unit a special influence modifier.

    As far as the Siam thing is concerned, the escort was the problem. The diplo unit wants to go in to the CS, but the escort gets nervous because the AI thinks Neutral CS= negative influence, thus they get stuck in a loop. Should be fixed in v14.
     
  7. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    12,967
    Location:
    Aquidneck Island
    Unfortunately, I didn't back up versions 4, 7 or 9-11 because they were incremental changes. Sorry.

    G
     
  8. V. Soma

    V. Soma CFC Staff

    Joined:
    Apr 13, 2004
    Messages:
    3,420
    Location:
    Hungary
    Just for information:
    I think I will be able only on the weekend (maybe from Friday),
    so dear G., you have the time to polish this gem (for me) :)
     
  9. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    12,967
    Location:
    Aquidneck Island
    Ha! I'll be running simulations all night while I grade papers, so any nagging bugs (if there are any) should be sorted out by then. Hopefully it is polished by now- I had no idea the rabbit hole I was entering when I decided a few weeks back to add a diplomat unit to the game. I should know better than to attempt to add historical realism to a simulation....

    To quote from Professor Farnsworth: "Oh, a lesson in history from mister I'm-my-own-grandpa!"

     
  10. WickedSick37

    WickedSick37 Chieftain

    Joined:
    Oct 5, 2010
    Messages:
    19
    I only see v13 in the mod browser. I can't install it either. Anyone know what's wrong?

    Edit: Really love this mod by the way ^^. This way to get influence seems more realistic and makes for more fun gameplay =)

    Edit2: Managed to install v13 after removing everything in the "cache"-folder. Still no sign of v14 though?
     
  11. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    12,967
    Location:
    Aquidneck Island
    v14 is not on modbrowser yet - d/l the one on the first page of this thread. Its the most recent.

    I try to only post new ones on the MB when I have to because it is a PITA. If all is clear on the v14, I will post it tomorrow or Friday.

    Glad to hear that you like it! I'm a fan.

    G
     
  12. Ymir9

    Ymir9 Chieftain

    Joined:
    Nov 15, 2006
    Messages:
    122
    Hey Gazebo,

    I tried version 14 with my little test map and got the same problem with cheating AI.
    I then entered the three globalDefines definitions you gave me in your earlier post into Influence.xml and that seemed to solve the problem. Instead of buying alliances the AI bought up tiles instead, and no alliances were made.

    Hope that helps.
     
  13. heinous_hat

    heinous_hat Chieftain

    Joined:
    Sep 28, 2010
    Messages:
    479
    Location:
    under the weather
    Gazebo, haven't had a chance to test in game yet, but I can confirm what ymir9 is saying. Searched all files in v14 for those minor_gold_gift globals and they aren't there. Is that the method you went with? I had added those to v13 yesterday but thought I'd hold off playing through to see what you came up with regarding gold spending and diplomat suicides, etc.

    edit: Ah, I see you are indeed doing something different in influence.xml (zeroed thresholds etc)

    edit2: Played a bit with v14 on a small map, 2 civs and 4 CS using the tuner. Gave the AI 50000 and all ancient techs. Autoplayed 25 turns. He managed to ally with a CS which was off on an island despite not having Embarkation (Optics). I went through rather quickly. Either the AI is gifting or completing missions for influence. I'll try again and keep an eye out for missions as that may be a possibility.
     
  14. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    12,967
    Location:
    Aquidneck Island
    Oops, I moved the new XML file with the gold gift stuff to the 'Suleiman's Trait' Mod while doing some mass editing and forgot to move it back.

    Thanks for catching this guys - I will reupload the fixed version now.

    It was 2AM and I was tired. :)

    Edit: I added the thresholds both as a failsafe and to keep the AI from continually trying to gift gold even if they can't/shouldn't. The problem I kept encountering was with game performance- a few of the AIs kept making gifts of gold (zero) worth zero influence (1,000s of them, it seems), thus causing the game to slow to a halt. Combined, the gold gift=zero and the thresholds should keep them from allocating gold to diplomacy and from endlessly trying to ally via gifts of gold.
     
  15. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    12,967
    Location:
    Aquidneck Island
    The new v14 is up with the defines I left out by accident. You guys are a great help!

    Ideally, somewhere between 50-75% of the CSs in the game should be allied to a civ by around 1500-1700, and around 75% of CSs should survive to the end of the game.

    For comparison's sake, only 30% of CSs ally by 1500 in vanilla Civ5, and less than 40% survive to the end of the game.

    These are rough estimates, but should hold true on a normal map (islands and archipelago are a different story- the AI are much less efficient on these maps because the AI is hydrophobic at times).
     
  16. heinous_hat

    heinous_hat Chieftain

    Joined:
    Sep 28, 2010
    Messages:
    479
    Location:
    under the weather
    I was thinking that might be an issue with the gifting mechanism still working but effectively shooting blanks. OK, I'll go again when the update posts.

    BTW the AI really does seem biased towards buying tiles when it has oodles of gold, as you had mentioned.
     
  17. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    12,967
    Location:
    Aquidneck Island
    Kanin,
    I looked into this as well and, unfortunately, the AI needs that tag in order to know how to use the trade mission AI mechanic. I'll need to look for a way to tell the AI which units the CSs can or cannot build.
     
  18. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    12,967
    Location:
    Aquidneck Island
    Yeah, I tried adding in a few new 'priority' tags for gold (for HAPPINESS_BUILDINGS, GOLD_BUILDINGS, etc.) but they didn't seem to have an impact. Fearing the wrath of the computer gods, I removed those tags until I know that they do, in fact work.

    Oh and quick request: in my modding frenzy last night, I seem to have accidentally cut a large portion out of my GlobalAIDefines.xml file. If anyone might could send me the original one, I would appreciate it! :)
     
  19. heinous_hat

    heinous_hat Chieftain

    Joined:
    Sep 28, 2010
    Messages:
    479
    Location:
    under the weather
    check email ;)
     
  20. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    12,967
    Location:
    Aquidneck Island
    Well, now that v14 is out, its time to think about v15. What would you guys like to see happen in the next version? Some things (i.e. scaled influence) can't happen because of coding limitations, but I'm open to other suggestions.

    How about new unit icons for each of the diplomatic units? Perhaps I could use historical artwork of famous diplomats for each new unit?

    For example:

    Messenger: Phidippides (the guy that ran to Marathon during the Persian Wars)

    Envoy: (Bayeux Tapestry messenger)

    Emissary: (Lorenzo de Medici)

    Diplomat: (Castlereagh)

    Ambassador: (Henry Kissinger)

    Let me know what you think!
    G
     

Share This Page