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Traveler of the Multiverse
I don't want to go off topic, so I rather answered here: https://forums.civfanatics.com/threads/chronicles-modmod.608517/page-6#post-15361086
I don't understand Permanent Alliances it seems. Latest game; Hatshepsut's been Friendly with me. We have had wars, defensive pacts, all sorts of amazing relations and the worst she's been is a -3 from her swapping back to Buddhism every now and then (Someone once said the AI never spreads their religions. Hatty disagrees with this.) "You've grown too powerful for us" she keeps saying. I looked at a guide, the AI will say this if you're at the top of the military board. I'm not. I'm third. I'm also second on the scoreboard. If I delete/gift units she switches to "We're doing fine on our own" which said guide says the AI will say if *they're* in that position. I train ONE unit, and she's back to "You've grown too powerful for us".
If AND2 had one of those "advanced WB's" I'd have just switched it on in there, but alas.
Somewhat unrelated but... Numerous, numerous times a nation will lose their last city and then have a pikeman or explorer wandering around.... For a dozen, or even two dozen, turns before they FINALLY disappear. I remember that being a thing for a very long time, but without Require Complete Kills and Revolutions there should be no reason whatsoever why a nation that just lost their last city and has only a handful of units (or even just ONE unit) should still be allowed to live - And might I add, live + still engage in diplomacy (My personal favorites: Taking their last city then demanding all their technology in the "peace treaty" followed by their being able to bribe nations into declaring war on you while still "alive" even though they shouldn't be)
I mean, there's no real chance of a "comeback" at that point, so if that's a feature I'd lump it in with "Require Complete Kills". If it's a bug, well I hope it's one that can be fixed!
About Permanent Alliances, I remember there's some logic about how they can be formed but I don't remember the details even if I have written that part of the code. But I do remember that I left the text part unfinished: the messages you get are standard but I should have updated them to better match the logic of AI refusal. Basically, I left the text saying "you're too powerful" or "we're doing fine on our own" when it should actually have been something more "we're not interested in an alliance". I think the logic is something about hypotetical allies not becoming too strong compared to other civs, something also involving size of the civ and not just military strenght and size/strenght ratio between allies and other civs. IIRC it was a bit complex but it looked reasonable when I wrote down the code.
About the units not being properly killed when a civ is killed, I think it happened to me too; IIRC that part was Afforess' work, I only changed a part that was making impossibile to kill a civ when "Require complete kill" was selected because Great Spies were impossible to kill.
AND2 permanent alliances are definitely different from vanilla. For example you can have more than 2 civs in the same alliance. Game is designed to help small civs banding together against larger civs.
I know about the bug with assimilation but never had time to debug it.
Hey guys, don't wanna start new topic so I'll ask here.
Is it intentional that my spy "focus" reset constantly and game is dividing my spy points for all the civs in the game according to their power? I wanna spy only on the big guy (Rome at this example is stomping my game, I'm very behind in tech) but every time I put spy points on him next turn it get reset, I cannot manually change it every turn since I have 26 civs on the map atm...
Bug or intended?
Thanks in advance for answer.
Thanks for response.
I figure out how it's working now. So the game is dividing your spy points till you have enough spy-power to see what all AI is researching and then it stops doing that and only put points into civs which are either big or spying on you. That would be great if u can stop it so you can focus It's also resetting your research and commerce sliders . Anyway since I have vision on all AI civs in my game it's pretty ez to focus manually, I just need to click few times.
Btw I'm playing on giant Earth map scenario, epic (amazing game scale, so many things happening), and so Rome got so big and land-hungry that revolutions took place and now its manageable. At one point it had 13 vassals, true Roman Empire...now it has 1
Also worth to notice, 30 civs on the map atm but no mafs so far, few times I had to change to viewpoints to go through some slower turns with a lot of events but 900 turns in and turn time is around 30sec. Gj considering Pae or CtC have that time almost from the start and playing giant map over there is almost impossible (ofc depends on the options).
To sum up, I'm not gonna give up game like that cos of some minor inconvenience, I really wanna see some nasty nuclear winter soon.
So, not bad job on revival of the mod.
Are you using viewports? I don't know other people who use this option and I'm not sure it will work properly. I imported that part of the code from C2C years ago but never really used it, some quick test excluded. IIRC it was causing problems sooner or later, I think I recall there were problems with the Great Wall for example.
Can it be related to AI autoplay feature? Maybe some part of the code is active all the time?I figure out how it's working now. So the game is dividing your spy points till you have enough spy-power to see what all AI is researching and then it stops doing that and only put points into civs which are either big or spying on you. That would be great if u can stop it so you can focus It's also resetting your research and commerce sliders . Anyway since I have vision on all AI civs in my game it's pretty ez to focus manually, I just need to click few times.
Gentlemens, please tell me if the opportunity in the editor to add a new country? And how can this be done? Such an opportunity is for example Caveman 2 Cosmos.