I think it's about the same either way:
I just focus a little more production on diplomats, and use the saved cash to buy other stuff. The real difference is distance matters.
- Build a structure and buy a citystate.
- Buy a structure and build a diplomat.
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Wow, I just grabbed the CSD mod over the weekend and it's incredible! The diplomat units make things a bit more interesting (they're fun to capture too), although it's not a huge fundamental change since you can still bribe a CS anyways. The massively huge and amazing difference though, is that the AI is actually capable of building diplomats and sending them out! I'm not sure why they have no trouble with that and so much trouble with bribing them even when they have the money, but it's great to see the AI actually allying with more than 1-2 city-states, and actively competing with me. I've gotten into some serious bidding wars where I have to get 200-300 reputation before I overtake them as the ally.
Lol, I've gotten to ~1100without making ally (and subsequently giving up) before.
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About the Military CS, with the new version they become quite useless.
- Make possible to the cs to partecipate to the wars of the players. Give them many units so that they become a problem to the enemy
Hmmz, interesting idea to make Mil. cs better.
Thal (or another modder), is it possible to increase Mil. cs aggressiveness or attack range?
I think your mod works out pretty well as-is with TBC, honestly. I've played with it for several full games now and enjoyed it a lot.
The only recommendation I'd make is altering the purchase cost modifier. With the current value there's not much difference from having a -1 modifier. The reason is twofold:
The second one is the main limiting factor. Most other buildings or units have uses in dealing with unexpected situations... annex a city and buy a Courthose (no matter the cost), get invaded and buy some walls. There's no need to change this aspect so I'd suggest altering the first part instead. Possibly make diplomats have the same modifier as other units, which is generally 20% in TBC. This way, purchasing them would be an option if the player has money to spend.
- It's never cost-effective to buy a diplomat instead of building one and buying something else. The only thing that has a higher purchase modifier is a Courthouse.
- City-state influence is not an immediate problem that necessitates diplomat purchase. The only time losing influence might be a concern is if losing a maritime suddenly throws cities into starvation, but even then it's something that can be dealt with in other ways while waiting for a diplomat to build.
Since there's a limit on the number of simultaneous diplomats it still maintains the primary advantage of CSD: distance is a factor when deciding on citystates to go for.
Gold gifting honestly still seems just as useful to me as it was in vanilla. If not for the fact that the AI actually competes with you now, I'd probably only build diplomat units if I had absolutely nothing better to build, and use gold gifting as the primary means anyways. It seems like it's almost the same ratio of gold/influence as vanilla anyways, you just have to save up longer.
If diplomats are purchasable, I'd prefer purchasing them to actually be a better deal than gold gifting, influence-wise, since you still have the delay and risk of transporting them. Gold gifting would be best if it was always an emergency effort like when you lose ally status with a maritime or CS with a luxury, and it throws your empire into a bad situation. If you just have gold to burn on some influence, buying a diplomat unit should be the better option.
If the AI isn't smart enough to purchase diplo units, then I'd rather see them not be purchasable. How much control do you have over the gold gifting mechanic; just total price and influence? It might be more interesting if frequency limits could be placed on it or something, or if they could only be bribed once you're already friend or ally (then again, that might just make the AI even worse at it).