General A New Dawn discussion

sorry, maybe this is not the place for such a question but will tell me how to destroy the city? in Rise of Mankind - And New Dawn, how do I get a city I don't always need to know how to get rid of it?
While the city is in revolt after capturing it, any units in the city can pillage. This will (most of the time?) remove 1 population from the. Get it down to zero and the city should disappear.
 
first ! I'm shocked how quickly I got the answer ;) and secondly, VERY thank you !!! I'll check in a moment !!
 
sorry, maybe this is not the place for such a question but will tell me how to destroy the city? in Rise of Mankind - And New Dawn, how do I get a city I don't always need to know how to get rid of it?

Go to city mode, press Ctrl + A and choose Abandon city.
 
Do you guys think city trading is overpowered? I captured some poorly defended city and the AI is willing to trade everything he has for it.
 

Attachments

  • Untitled.png
    Untitled.png
    2.4 MB · Views: 258
Do you guys think city trading is overpowered? I captured some poorly defended city and the AI is willing to trade everything he has for it.

I really don't know if it's overpowered. I dug into the code and the value of cities in the AI estimation has been increased. The base value went from 300 to 500; the total cost of all buildings is considered (1/10 of regular, 1/5 of national wonders, 1/3 of world wonders); religions and corporations have additional value; and the total number of elapsed turns in game is also factored in, and AND games are 2.4 times as many turns.

Also, individual techs aren't worth quite as much because there are so many more. AND has 250 techs compared to BTS's 92, so you can knock one or two techs off of just about any offer to see how it would look in BTS.
 
Just found a cool concept in Vincentz Infinite Projects [VIP MOD].
All in all the vanilla steal tech was a very bad deal. I changed a lot of it, making it cheaper (it should be), and the spy is stuck on the city after mission (with risk of getting caught) for a couple of rounds,
I think it would be a pretty good add to AND2, something similar to the new pillage city mechanics.
 
Is it possible to increase the length of time between declaring war and making peace? Far, far, far too often - even without events like the Great Mediator and whatnot - the AI will declare war on someone and then the very second that the delay is over, almost invariably they'll make peace. Sometimes without even trading units on a border skirmish. Sometimes just twenty or thirty turns later and they're at it again, only to make peace again without so much as a tile improvement being pillaged.

I looked at the XML's I figured might involve how long it takes for the Make Peace option to be available to try and at the very least make wars longer in the hopes they might actually try pulling something off during that time instead of declaring then making peace ten turns later, but all I've been able to find was Peace Treaty duration in the Global Defines. Or is there some weighting somewhere that can be changed that will make them less likely to make peace as soon as the option is available?

I know there's the Aggressive AI gameoption, but doesn't that only change how likely they are to declare war, not how likely they are to call it off once they're able to?

*Edit* Not long after I make this post, Darius declares war on Basil and in the same turn takes one of his cities. What's funny is I paid Darius to declare war on him just a few years ago, and now he's doing this all on his own xD
FTuUVDG.jpg


I'm calling that he'll make peace as soon as he's allowed to though, but it's not like he'd be able to do much more with a force like that.
On THAT note though - he actually brought ships over and captured a city. Like, wow. A successful naval assault by the AI? I'm impressed Darius. And they're not from the city off to the side either - these were fresh forces (And there's a group of Steamers just beneath them)
 
Last edited:
Since the last post, Willem has declared on the Zulu three times on his own, taking a city (or two) in each declaration. It's like he somehow saw my post here and was desperate to prove me wrong :lol:

Is there anything that dictates when an AI's willing to make peace? Relative power, distance between each other, overseas vs same continent, whether it was an Event or Bribe that started the war over them deciding to do it themselves, etc?
I've noticed that they tend to stick around a *little* longer if they declare on their own, but if an Event (like the religious wedding one) or a Bribe (mine or another AI's) gets them in they look to bail out once they can do so. Regardless, Willem here has accomplished more than any of the other AI's this whole game. Maybe because he's bordering the Zulu and is stronger than they are :)
 
AI_endWarVal in the file CvTeamAI.cpp is what determines when the AI wants to make peace. It's a fairly long function and it seems most of the variables are hard-coded.

Aggressive AI does have an effect, but I'm not exactly sure what. This is the code segment:
Code:
    if( GC.getGameINLINE().isOption(GAMEOPTION_AGGRESSIVE_AI) )
    {
        iValue *= 150;
        iValue /= range(iAttackerRatio, 150, 900);
    }
    else
    {
        iValue *= 200;
        iValue /= range(iAttackerRatio, 200, 600);
    }
which I think will divide the iValue (the value of the ending the current war) by up to 3 (200/600) if Aggressive AI is off, but up to 6 (150/900) if Aggressive AI is on.
 
AI_endWarVal in the file CvTeamAI.cpp is what determines when the AI wants to make peace. It's a fairly long function and it seems most of the variables are hard-coded.

Aggressive AI does have an effect, but I'm not exactly sure what. This is the code segment:
Code:
    if( GC.getGameINLINE().isOption(GAMEOPTION_AGGRESSIVE_AI) )
    {
        iValue *= 150;
        iValue /= range(iAttackerRatio, 150, 900);
    }
    else
    {
        iValue *= 200;
        iValue /= range(iAttackerRatio, 200, 600);
    }
which I think will divide the iValue (the value of the ending the current war) by up to 3 (200/600) if Aggressive AI is off, but up to 6 (150/900) if Aggressive AI is on.

I see, a little outside my ability to do anything then - I only know how to fiddle with the XML's and even then just changing values xD

Does border distance come into play at all? I've noticed that in this game Willem and Darius were both more willing to stick a war out for more than the usual ten or so turns when the target was within walking distance. The exception being when Darius declared on Basil to raze an overseas backwater colony. Coincidence or not, the city was founded on the ruins of a colony Darius himself had placed and Basil had razed. Long story short I had a defensive pact with Darius when AP shenanigans ensued and Darius was the one Basil went after when the vote to declare war on me went through.

Anyway, when Willem asked me to declare war on the Zulu (A war he had started and was actually making progress in) I decided to pay Darius to join in. Both of these guys were bordering the Zulu and both of them were actually taking the war pretty seriously. I saw several almost scary looking stacks coming from Darius's territory and he captured three cities - only keeping one of them, razing the others.

So it got me thinking that distance might play a role in this too; if the AI's close enough to some cities they'll be willing to try and send some troops over and making an attempt at a capture, rather than just blowing hot air at the leader they declared on. Which would make continental maps a little less interesting AI-wise, since they don't seem to handle overseas invasions very well. I've seen minor "pillaging parties" at worst, which made Darius's successful razing of an overseas city all the more amazing to me. I've rarely ever seen that happen - border city or not!
 
I don't think it's distance that matters. I can't see where borders are figured into the endwar calculation. What does matter is whether or not the AI has attacking units en route. The AI counts its units targeted at the enemy compared to the dangerous enemy units in the area to get the iAttackerRatio that I quoted in the code fragment above.

I haven't really looked at how the AI plans wars, but my guess would be that the AI decides how many units it can use to attack its enemy when it declares war, and then the more units it sends, the more likely it is to continue the war.
 
Hey would anyone know how I can remove the anarchy from changing civics to 0 turns?

I'm trying to make future era starts more playable and I think freely changing civics anytime would be more fun for that setting and let me experiment more.
 
Edit CivicInfos.xml:

change: iAnarchyLength to 0 or -1. I think both will remove any anarchy when switching to that civic.

Learn more:
modiki.civfanatics.com/index.php?title=Civ4CivicInfos
 
Gentlemen, how to change the cost of a settler?

You can increase or decrease a Settler's cost by changing the <iCost> value in Civ4UnitInfos.xml. You can even use a negative number and that will drop the Settler's cost. Do not set it to -1 or that will make the unit unbuildable.

The other way to adjust costs is to change the GlobalDefines.xml values for NEW_CITY_BUILDING_VALUE_MODIFIER and/or ADVANCED_START_CITY_COST. ADVANCED_START_CITY_COST is probably your best bet. NEW_CITY_BUILDING_VALUE_MODIFIER only comes into play when starting after the Ancient Era.
 
Could there be a tile effect played when culture spreads naturally onto tiles that are claimed by a unit. I always have to check all my units tile every turn to see if the tile says 0% owned or 100% owned.
 
I play with realistic culture spread enabled so tiles on the edges will be seldom claimed by my cities without notification.
I play with RCS too but I thought that tiles are claimed only when city borders expand. Actually I still don't think that there is any other peaceful way to claim a tile.
 
Back
Top Bottom