Thalassicus
Bytes and Nibblers
I don't mind, CSD has been discussed here too before. 

This is due to an incompatibility with Info Addict and TBM since the new patch, I believe. Disable Info Addict and it should work again. I get the same.
Damn, if I have to choose between info addict and the ability to denounce, I'll pick info addict without a second though.
Denouncing doesn't really do much anyways. Generally the game at some point turns from an all-out love fest into every single AI denouncing every single other AI around the renaissance.
I'm not sure why InfoAddict might run into a problem, I use it and am still able to denounce people. Hmm...
Edit: I found the problem. InfoAddict includes a button on the diplomacy screen, and since that mod hasn't been updated since the last patch it bugs the diplomacy screen. The reason I didn't encounter the issue is TBC loads after InfoAddict for me, so the updated copies in WWGD were overriding the InfoAddict version.
I'll include a fix for this in TBC.
Is there no reward for giving military units to a CS that specifically requests units? I thought there was, if you gave enough units - like 5-10. However, I gifted about 30 units to a CS that asked for them (over the course of 20-40 turns), and I haven't received anything (other than 5 influence for the first couple of units).
Is there no reward for giving military units to a CS that specifically requests units? I thought there was, if you gave enough units - like 5-10. However, I gifted about 30 units to a CS that asked for them (over the course of 20-40 turns), and I haven't received anything (other than 5 influence for the first couple of units).
If there's no reward, that's fine. Watching my "friend" China slaughter itself against my former units, with no diplomatic repercussions to me, is reward enough. However, if that's the case, it would be nice if the CS wouldn't request the units, implying there's a reward to come.
On a side note, it's nifty that if you march your units to the CS and use the unit's "gift" button (instead of the CS diplomacy screen), the units keeps their promotions. I imagine this would be great in a multiplayer game when playing, say, Arabia, if you wanted to thumb your nose at a human opponent by making sure all of your "anonymous" gifts to a CS are stamped "Desert Power: Made in Arabia (with love)."
When we activate the diplomacy unit in CS territory, a Civ4-style random event occurs which a choice of taking a diplomacy or espionage action:
The quests we receive are determined by the personality of the citystate. The missions could also involve performing secondary actions like building a road (diplomatic) or disrupting the wedding plans of a rival citystate's royal family (covert).
- Picking the diplomatic option requires small/no investment from the player, gives influence, and increases likelihood of major-civ AIs using "neutral" or "friendly" attitudes.
- Picking a covert mission gives much bigger influence, but requires an investment from the player (such as gold or gifted units) and increase "deceptive" and "guarded" attitudes.
How so? I think the current method is pretty decent.In the long run I want to fundamentally redesign this gifting system... I think the whole thing is rather uninteresting.
I do not thing that diplomatic "units" should be part of TBC.
This mod improves the fun, challenge, and complexity of our gameplay decisions while keeping the changes within the same fundamental framework as vanilla Civ V.
Balance is part of improving decision-making, but not all of it. Giving more strategic depth to the game is another part of this goal. Diplomacy units are a simple and brilliant way to make distance a more important strategic decision, and also makes diplomatic victories more challenging, both of which fit in the mod's scope.![]()
I do not find this to be an important strategic factor, or to make the game more fun. Distance with city states matters in terms of what you can defend, otherwise I think it's fine that it doesn't matter. Removing direct distance mechanics was IMO a big step forward in Civ5.to make distance a bigger strategic factor for citystate allies