Diplomacy

From what I've read, the AI is surprisingly good in CSD.

Given that the AI is unable to properly escort embarked military units that it is taking on an invasion, I would be absolutely amazed if it were somehow able to adequately defend a civilian units that is going off on it's own to visit some city state.
 
Given that the AI is unable to properly escort embarked military units that it is taking on an invasion, I would be absolutely amazed if it were somehow able to adequately defend a civilian units that is going off on it's own to visit some city state.

No, the AI doesn't do anything to protect the diplomats.

With this mod, I found it easier to maintain an allied relationship with about 4 CS that were close to you than the Gold method. More than that and it was problematic to produce enough units.

The thing that is good about the mod is that it does make getting any resource you desire much harder, because you are more or less limited to the CS that are near to you. And often these CS have the same resources you already have.

Edit: the four CS limit, was in the early part of the game up to midevel times. After that, the diplo's get faster and the Patronage Tree makes the relationships decay slower, so you could probably get more, but I didn't pursue that avenue.
 
Is it worth going to war with every civ that's vying for dominance of a city-state? Much less keep units stationed around allied CSs for sniping? I don't think so, and even in war oriented games I've captured around 2-3 diplo units from my enemies (much fewer than workers, for example). So I haven't found this to be an issue.

Ahriman, although I'm sure you'll be loath to do it, try CSD for one game - I think many of your fears will be dispelled.:)
 
I think many of your fears will be dispelled.
My main problem with it isn't the AI issues, those are secondary concerns. My main problem with it is that I think it's design goal is wrong-headed; reintroducing distance penalties is fundamentally not fun.
 
My main problem with it isn't the AI issues, those are secondary concerns. My main problem with it is that I think it's design goal is wrong-headed; reintroducing distance penalties is fundamentally not fun.

It is much more fun, at least for me, than making resources irrelevant.

The way the game is set up now, you really don't have to worry about much except your gold income. With gold you can accomplish everything else in the game, which to me is extremely not fun (very boring). The distance penalties alleviate this, if only just a tad.
 
It is much more fun, at least for me, than making resources irrelevant.

The way the game is set up now, you really don't have to worry about much except your gold income. With gold you can accomplish everything else in the game, which to me is extremely not fun (very boring). The distance penalties alleviate this, if only just a tad.

I won't play without CSD now. It makes diplomacy feel more real than the gold gifting method. Because distance matters, the city states in your area feel like they belong to you. Every civ gets a sort of "sphere of influence" that expands as the diplo units get more and more mobile.
 
I dunno. I'd really hate to play a game as Siam, and be screwed because the city states near me are Military. Or they're Hostile personality, and so bad for investments. It also really weakens city states overall, because city states near you are usually going to have the same resources that you already have. I think it's *good* to be able to import resources from places a long way away. That's how it worked in real life; we have observed an awful lot of world trade for a couple of thousand years, and particularly the last 500 years.

I think the gold gift method is a great mechanic. Simple, transparent, effective.

Anyway, I will stop talking on this issue, I think I have made my point.
 
My main problem with it isn't the AI issues, those are secondary concerns. My main problem with it is that I think it's design goal is wrong-headed; reintroducing distance penalties is fundamentally not fun.

I know.;) That's one of the fears I was referring to - but like you, I've said my piece, so I'll won't mention it again. Besides, who knows when the c++ access will come? It's kind of a moot point atm.
 
I dunno. I'd really hate to play a game as Siam, and be screwed because the city states near me are Military. Or they're Hostile personality, and so bad for investments. It also really weakens city states overall, because city states near you are usually going to have the same resources that you already have. I think it's *good* to be able to import resources from places a long way away. That's how it worked in real life; we have observed an awful lot of world trade for a couple of thousand years, and particularly the last 500 years.

I think the gold gift method is a great mechanic. Simple, transparent, effective.

Anyway, I will stop talking on this issue, I think I have made my point.

If you want to befriend a CS further away, it is possible; you just must make more effort, which will reduce your ability to make as many allies among the CS.
 
There's little doubt that the devs have much more in mind for diplomacy than we are presently seeing - look no further than the variety of replies which presently vary in meaning but not in effect. When addressed, this should also have an effect on relations with CS, in ways that may affect CSD's potential role in TBC.
 
Citystates are actually given luxuries we do not have. A few luxuries are selected each game to be CS-only, and a few citystates around the map will have that luxury type, independent of location.

Global trade is something that's more in 1300 CE and up... the age of discovery. Before then trade distances were shorter, which is accurately represented by the increased movement speed of diplomatic units at higher tech levels.

As Seek pointed out though our options are limited with the current tools, so I'm not actually going to be doing any major changes to citystates yet, but it's still useful to discuss things in advance. :)
 
Citystates are actually given luxuries we do not have. A few luxuries are selected each game to be CS-only, and a few citystates around the map will have that luxury type, independent of location.

Global trade is something that's more in 1300 CE and up... the age of discovery. Before then trade distances were shorter, which is accurately represented by the increased movement speed of diplomatic units at higher tech levels.

As Seek pointed out though our options are limited with the current tools, so I'm not actually going to be doing any major changes to citystates yet, but it's still useful to discuss things in advance. :)

I really, really wish that you could not be certain that a city state won't attack your units when you show up in their neighborhood....
 
Playing 7.4, I've encountered an occasional situation where an AI seems to have positive GPT available, but I cannot access it in a trade. Has anyone else encountered this? Is it a bug?
 
I haven't encountered that, so I'm not sure. It might be related to the bug causing crashes. A previous odd bug that took weeks to solve also showed up on the diplomacy screen (lack of buttons, dialogue from previous conversations).
 
When the DLL is out, could you consider adding options on where the units from Military City-States spawn in? Like you could choose them to spawn in your capital, other cities or in the CS?
 
I'll add it to my list. :)

What I actually end up doing from that list will depend on how easy it is to do, something we won't know until we can access the core game.
 
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