Thibaulthc
Prince
(I'm creating the thread as I don't see Thal's one, I'll change the title asa he does)
I have a few questions about Diplomacy changes:
-Research Agreements: does the 3% from both player is in addition of some boost at the end of the RA? I don't really understand how it works in GK. Only 3% means you win 2 turns only (3%*30turns*2players).
-does "Alliances" means "Defensive Pacts" ?
-"diplomatic reward for returning barbarian-captured workers to players": last time I did so in GK, I kept the diplo bonus till the end of the game, I guess it was a bug?
-I don't understand the "finite amount of food" stuff; can somebody explain me please?
some thoughts:
- isn't "permanent war" required to avoid the exploit of DOW-attacking CS units-Make Peace in the same turn, every turn (to win XP without consequences) ?
- I like the +25% changes, excepted for finding a natural wonder, which can be quite haphazard
- +50% further camps combined to +25% influence is a big bonus for the AI at high levels, when they spam a bunch of units
one minor suggestion:
-when you have 30 influence and one unit in CS' land, the very next turn you'll be at 23 because of the -6 penalty for having a military unit in their land; is it possible to add one turn extension ? Maybe applying the penalty only when you are at 28 instead of 29
I have a few questions about Diplomacy changes:
-Research Agreements: does the 3% from both player is in addition of some boost at the end of the RA? I don't really understand how it works in GK. Only 3% means you win 2 turns only (3%*30turns*2players).
-does "Alliances" means "Defensive Pacts" ?
-"diplomatic reward for returning barbarian-captured workers to players": last time I did so in GK, I kept the diplo bonus till the end of the game, I guess it was a bug?
-I don't understand the "finite amount of food" stuff; can somebody explain me please?
some thoughts:
- isn't "permanent war" required to avoid the exploit of DOW-attacking CS units-Make Peace in the same turn, every turn (to win XP without consequences) ?
- I like the +25% changes, excepted for finding a natural wonder, which can be quite haphazard
- +50% further camps combined to +25% influence is a big bonus for the AI at high levels, when they spam a bunch of units
one minor suggestion:
-when you have 30 influence and one unit in CS' land, the very next turn you'll be at 23 because of the -6 penalty for having a military unit in their land; is it possible to add one turn extension ? Maybe applying the penalty only when you are at 28 instead of 29