K-Mod: Far Beyond the Sword

@karadoc
Can you explain how the AI decides if and when to expand?

I was wondering about that because of this situation in a current game: The scene is an enormous continent with a large riverless desert area inland. Of course no one expands there at first, which limits options, but there is still enough space for everyone. Also, raging barbarians are limiting expansion.
Two civs have expanded considerably. Granted, they are the imperialistic ones, but Roosevelt with two cities beying surrounded by new cities of an imperialistic civ when the Renaissance is about to begin seems strange. He hasn't been at war with neighbors, none of his cities were taken by civs. There (still) is space for him to expand. Why doesn't he?
See picture:
Spoiler :
Civ4_Screen_Shot0001.jpg


Also:
Is the AI aware of the "raging barbarians" setting? Does it adapt?
How does barbarian AI work? Does it have any goals?
 
Downloaded new version and starting playing a new game, because your mod IS hands down the best mod out there. Tried RI, which was supposed to have your mod incorporated, but I stomped all over the AI...so I'm suspicious exactly what was implemented from your mod. Anywhoo...I digress...Playing as China on southern peninsula. Russia on large island to the south, and Byzantine have me bottled in from the North. Naturally... the Dude abides...but the Dude will not be caged in like some animal at the zoo, so the Dude masses a large force (~10 axemen and 6 warriors) to claim the Russian lands and help them see the glory of the Chinese Empire. As I march in to the Russian capital and only Russian city, I notice that every turn 2 more archers are appearing and pop is going down by 1 every turn. (3 then 5, then 7). Am I missing something?! I can't pop-rush 2 archers per turn for multiple turns so how can the AI?! I nearly pummeled my LCD screen in frustration.... No there where no more archers close by...I had a Galley scouting the other side of the city after DOW and no units milling around that could've reinforced. Save is attached...please fix as I have almost given up on the Civ franchise....your mod is the only light at the end of a crumbling tunnel....I may be forced to leave PC gaming entirely and become a Console Zombie....Save is attached, please take a look....

BTW...what mods do incorporate K-mod?
 

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Deadeyetim: You sure can pop rush 2 archers in 1 turn. I don't know if you realized but in Kmod, hammer overflow, if enough, can go into building another unit of the same type. That is, with enough production, you could actually build 2 units per turn, and when you whip enough population you can whip in a second unit if there is enough overflow. I imagine this might happen if you whipped an archer that was fresh in the queue.
 
Noto

If it was just one turn I wouldn't have a problem with it...I have done this with big citys before. But you can't do it multiple turns and only lose 1 pop each time esp. with a size 4 city. Something else is going on and I would like someone to load my save and try it out for themselves...Thanks for the quick reply..btw...
 
1. With two AI at war, both may have diplo attitude on asking to make peace "We'd love to but you will have to contact them" - have not seen that before, does not make a lot of sense. Perhaps nothing to do with your mod, idk.
That probably is due to K-Mod, but I don't think it's a bug. In the unmodded game, AI's could always be bribed into peace as long as they weren't losing very badly. In K-Mod, the same rules apply but with an extra condition: you'll get that "talk to them" response if the third civ refuses to talk to the civ you're talking to. ie. previously it was possible to broker peace deals between two civs who refused to talk to one another, but in K-Mod that is no longer possible.

Incidentally, if either of the warring civs is a human player then both will have the "talk to them" response - and that's the same in the unmodded game. I suppose when that happens, at least one of the leaders must be lying...

2. Caesar says "Senatus Populusque Roma saluto vos" - this is incorrect - Senatus Populusque Roma = Senate and People of Rome [plural] and "saluto vos" = I salute you [singular]. So should be "vos salutamus" = [we] salute you or "vos salutant" [plural]. Not a game-play point :)
Thanks. I mentioned it to the author of ActualQuotes, and he says you're probably right. Neither of us speak Latin, so we'll just trust you on that. :) I think I'll use the second one: "Senatus Populusque Roma vos salutant".

There is one serious defect in the diplomacy, again nothing to do with your mod, when it comes to giving units. [...]
Yeah. That is a significant missing part of diplomacy. I agree that it could use some work.

I think the main issue is that gifting units is a somewhat subtle act, and it's not easy for the AI to tell how much it actually helps them. For example, if you gift the AI a bunch of old units that you would otherwise have just deleted; then you've gotten rid of something you didn't want anyway, and the AI will probably spend a much of money upgrading the units, and it might not have wanted those units anyway... So in that kind of situation, the AI probably shouldn't be too grateful for the gift. It may have actually done them more harm than good. On the other hand, you gave some examples where the gift of units was probably very valuable...

It's not easy for the AI to tell the difference between these things; and currently it doesn't even try. The main risk of making the AI try to evaluate this stuff properly is that it may leave the AI valuable to exploitation - where if a human player knows what the AI will be grateful for, the human player might work out how to game the system to get lots of diplomacy points for gifts that really aren't worth anything.

But I think we can probably get something that's a bit better than the current system without risking any significant exploits. I've got some ideas... basically I'm thinking that the AI should only value the gifts if they think they'll need them. They shouldn't care about gifted units if they are not at war and aren't in a start of 'alert', or if they are already winning their wars comfortably. They're should only take the units if they can afford to support them; and they should be more grateful for more powerful units; and more grateful if they are losing a war badly; and they should check that the units are actually a useful type of unit, and in a useful area, and so on. All these things will need to be evaluated somehow. -- I'll see what I can come up with.

Another problem is that the AI might not know what to do with the units that you give to it; because usually the AI assigns a role to each unit when it first starts building it. eg. city defenders, city attackers, defensive collateral, etc. The AI isn't too bad at deciding which units they need to build, but they don't currently have any way of deciding which role an existing unit should take up. So if you give the AI a bunch of riflemen, then they'll all end up using the default role for riflemen - which is city defence, regardless of what promotions the riflemen have... -- anyway, that's a secondary issue. My point is just that giving units to the AI might not always be as useful to them as you expect.

[...] So this latest version seems to be less aggressive or just easier? My diplo is good, not sure it is that good ...
It's hard to say... The way the AI decides when to go to war is still essentially unchanged from the original AI - but K-Mod has a completely new way of evaluating who to go to war with. The the when and who are obvious somewhat related, and so the result is that K-Mod may turn out to be slightly less aggressive because sometimes my new AI will say "there are no sensible targets for war" when the original AI would have basically just attacked anyone. -- I'm not really sure how often that happens, but I think I'll make some adjustments to make the AI a bit less scared of war if the game is close to ending.

--
@karadoc
Can you explain how the AI decides if and when to expand?
They don't think about it very much. Basically they just look for potential city places, and if they can see any then they consider building a settler - and if they build the settler then the settler will walk to one of the city places and make a city.

It's true occasionally one of the AI's fails to expand properly; but I don't think there is any single problem that causes it. Sometimes it's because their only good city starting unwisely building an early wonder than took way too long... and sometimes it's because something went wrong in their economy to convince them that they can't afford any more cities; and sometimes it's because they are too busy building units for war, etc.

There is actually quite a lot of randomness used in the decision making for what the AI builds; and sometimes they just get 'unlucky'. Another way of looking at it is that they sometimes just make a mistake - as human players do. -- In general I've tried to make the AI not make obvious mistakes; and I certainly could tell them "don't ever even consider building a wonder if you still need more cities", but I'm not sure I want to do that because I don't want them to become too rigid and predicable. I want the AI to be as smart as possible, but also varied and unpredictable.

That said, there are some definite problems that I know about which can slow down the AI, but which I haven't gotten around to fixing. The wonder building thing is one example – there are still some parts of the original AI which can cause them to start building a wonder and those parts are... not very good. Another example that I've been half-intending to fix is that if the AI's capital happens to have a lot of seafood, they often spend way too long building work boats. They want to get workboats on all the seafood even if they can't actually grow their city enough to use all that food...

Also:
Is the AI aware of the "raging barbarians" setting? Does it adapt?
How does barbarian AI work? Does it have any goals?
The barbarians don't really have any goals. Or rather, I guess you could say their goal is to destroy all civs, but they are very disorganized. The barbarians and deliberately reckless. They'll often attack even when they know they'll probably lose. They can't build cultural buildings or settlers, and so they can't expand.

AI civs are not conscious of the "raging barbarians" setting. They wont' make any special preparations for it; and so they may struggle with it a bit more than human players do. But the AI is generally pretty cautious with its city defenses anyway...

As I march in to the Russian capital and only Russian city, I notice that every turn 2 more archers are appearing and pop is going down by 1 every turn. (3 then 5, then 7). Am I missing something?! I can't pop-rush 2 archers per turn for multiple turns so how can the AI?! I nearly pummeled my LCD screen in frustration....
[...] Save is attached...please fix
In the save you posted, you not at war with Russia, and Russia is not building archers. Do you have a save where what you've described is actually happening? It's hard to say without seeing it happen, but I suspect it is not a bug.

As noto2 points out, when the city's overflow productivity is full, the overflow beyond the usual overflow spills onto the next unit (whereas in the unmodded game, this excess overflow was actually silently turned into gold). It's possible to build multiple units in a single turn. Also, because of this overflow system, it's possible to whip for full value multiple turns in a row. Here's what I mean: as you probably know, if you try to whip something that you haven't started building then you only get 2/3 of the usual hammers per pop from the whip. But because of this overflow system, the excess overflow might 'start building' a new unit on the same that the previous unit was built.

Anyway, even with all that the city would have to have pretty good natural productivity to be able to get 2 archers per turn for multiple turns in a row. It's certainly possible though.

By the way, this multi-build functionality was really meant to fix late-game cities from being 'maxed out' in productivity with game speeds faster than 'epic'; and also to increase the viability of cruise missiles - which would usually be too cheap to build without wasting productivity. The fact that the multi-build stuff sometimes has a significant effect on the early game is a bit unintended. In particular, the chain-whipping thing I described is an unintended side-effect, and I don't really like it – but there isn't really anything I can do about it without making up new and obscure rules, or reverting the changes, so I'm just going to leave it alone.

BTW...what mods do incorporate K-mod?
Not many. Basically just BUG / BULL with some missing bits, and some added / changed bits, and ActualQuotes. -- The "Better AI" mod was the starting point for the AI in K-Mod, but the bulk of that AI has been rewritten now anyway. I also used someone's global warming mod at some stage, but it didn't work properly so I made my own completely new system for that - but I think there are still some residual bits of code from the other global warming mod left in K-Mod; xml parameter names and stuff like that.
 
Thanks. I mentioned it to the author of ActualQuotes, and he says you're probably right. Neither of us speak Latin, so we'll just trust you on that. :) I think I'll use the second one: "Senatus Populusque Roma vos salutant".

"The senate and people of Rome" is "senatus populusque Romae": 'of Rome' is the genitive or possessive case of the noun which has the -ae ending. The Romans actually used the acronym SPQR for "senatus populusque Romanus": the Roman senate and populace.

'Vos' is plural - I think it would not be used addressing a leader, but rather to address an assembly etc.

Thus "Senatus populusque Romae/Romanus te salutant".
 
Karadoc:

Here is something that I think could/should be fixed:
In my attached save I had a defensive pact with Mali. Vikings and his vassals DoW on Mali which forced myself into a war with Vikings. Then...this "breaks" the defensive pacts between myself and Mali. Then, on that same turn as the AI cycled through, China DoW on me as well as Aztec. All while my pact with Mali was broken.

Shouldn't a defensive pact remain IN TACT between two nations UNTIL it is broken by one of these two nations OR one of the nation submits as a vassal to another?

I was forced into war with Vikings to defend Mali as agreed upon. Then China and Aztec we able to DoW on me without Mali getting involved.

Can this be corrected?
 
Agree with Mattygerst, defensive pact should remain active until any party makes a declaration of war unrelated to the defensive pact.
 
As I march in to the Russian capital and only Russian city, I notice that every turn 2 more archers are appearing and pop is going down by 1 every turn. (3 then 5, then 7). Am I missing something?! I can't pop-rush 2 archers per turn for multiple turns so how can the AI?!
Moscow could very well produce 2archers per turn 3times in a row with 4pop, if an archer was nearly done when you reached the city. Also, in the save you provided, Russia has 2cities.
Example with Beijing from your save:
Spoiler :
You can produce 2archers in 1turn on the 5th turn, if starting with 0/50hammers, after 3whips for 90hammers each in a row. No whip on turn1 to avoid penalty.
turn1)
8(base production)
turn2)
6(base production) +8(current production) +90(whip1pop) = 104 =
50(archer produced next turn) +50(overflow) +4(to next production)
turn3)
4 +4 +50 +90 = 148 =
50(archer produced nt) +50(overflow) +48(to next production)
turn4)
4 +48 +50 +90 = 192 =
50(archer produced nt) +100(overflow) +42(to next production) =
50(archer produced nt) +50(archer produced nt) +50(overflow) +42(to next production)
If you have at least 150 total in a turn, 2archers will be produced the following turn. With sufficient population, this could continue for several turns, even with minimal base production.

Another example, assuming city with population of at least 6 (for 5 whips):
turn1)
6 +48 +90 = 144 =
50 +44 +50
turn2)
4 +44 +50 +90 = 188 =
50 +100 +38 =
50 +50 +50 +38
turn3)
4 +38 +50 +90 = 182
turn4)
4+ 32 +50 +90 = 176
turn5)
1 +26 +50 +90 = 167

BTW...what mods do incorporate K-mod?
Not many. Basically just BUG / BULL with some missing bits, and some added / changed bits, and ActualQuotes.
Question by Deadeyetim was: Which other projects have combined K-mod with their own mods?
 
Thanks Good and Karadoc for explaining the new system. I think it is a good thing to make the AI tougher to stomp on early game as long as the human player has the same advantages. I have mixed feelings about the way the game uses archers. I feel archers should be a support unit like artillery, I mean lets face it, historically nobody ever won a war with a horde of just archers, or defended a city without melee units...esp. without walls...but that is a discussion for another day....

And I agree with Karadoc that the AI should have a small % built in for unpredictable behavior to keep human players from exploiting a set system once they learn it.

Keep up the good work....is there a donation link anywhere?
 
"The senate and people of Rome" is "senatus populusque Romae": 'of Rome' is the genitive or possessive case of the noun which has the -ae ending. The Romans actually used the acronym SPQR for "senatus populusque Romanus": the Roman senate and populace.

'Vos' is plural - I think it would not be used addressing a leader, but rather to address an assembly etc.

Thus "Senatus populusque Romae/Romanus te salutant".

Yudishtira has a point - I thought Roma (long a) was ancient/archaic locative form of Roma (short a) - locative merged with the ablative - ablative of Roma (short a) is Roma (long a). Anyway, as expression evolved, "Senatus Populusque Romanus" became the stereotype, that is clear.

We agree (Yudishtira and I) that formation is plural. And, yes, "te salutant" is just as good as "vos salutant" and Karadoc's preference for "vos salutamus" is also ok - all plural expressions which make sense.

As for the object, you, te, vos - the plural form is polite - compare tu and vous in French today. Te is certainly possible though e.g. "adoramus te" in the Mass.

If one combines the famous expression "te morituri salutamus" - "We who are about to die salute you" - as an example of style (now that we agree the grammar the issue is style) perhaps the best answer is:

"Senatus Populusque Romanus te salutamus" though "... te salutant" equally good :)

Gratias ago tibi, Yudishtira :)

@Karadoc, I read your detailed comments, thank you. Re giving units, yes I can see your point that the AI has trouble handling/evaluating it - I had not used the mechanism to unload useless units (units are units and can be upgraded imho and are never "useless") - is there a way to evaluate the strength of the unit eg 4xwarrior (strength 2) = 1xmace (strength 8)?! Units are like gold and apart from scouts they are all preciousssss...

I take your point that AI cannot handle gifts efficiently, though as the old saying goes "he who gets there with the mostest soonest wins" - in essence I am saying that more units = a good thing, most (all?) of the time. I would never unload a bunch of "useless" catapults which, one fine day, I will upgrade to cannons > artillery > radar artillery. Even the AI cannot get it wrong when it gets good units (hence my comment re strength).

Still loving your mod and giving it a thorough test - the espionage is still the best feature imo - how comes we never get to assassinate the city governor even if we have molto Esp Points?! o7
 
Ragnar keeps sending small stacks of 4 or 5 troops to attack me. My stack of 5 double upgraded axemen stops them everytime and has earned me several great generals...

And ragnar's power rating is rather large, compared to me and that other neighbor...
 

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Thanks Good and Karadoc for explaining the new system. I think it is a good thing to make the AI tougher to stomp on early game as long as the human player has the same advantages. I have mixed feelings about the way the game uses archers. I feel archers should be a support unit like artillery, I mean lets face it, historically nobody ever won a war with a horde of just archers, or defended a city without melee units...esp. without walls...but that is a discussion for another day....

And I agree with Karadoc that the AI should have a small % built in for unpredictable behavior to keep human players from exploiting a set system once they learn it.

Keep up the good work....is there a donation link anywhere?

Just a little historical note here - archers/bowman have won battles in history almost completely by themselves, or have been the overwhelming decisive factor in battle. For some examples, look at the 100 years' war between England and France. There were many battles where English/Welsh longbows completely dominated the battlefield against French infantry/cavalry. The English would often march into battle with 4/5 of their entire army being longbowmen and the French would outnumber them 3-1 or even 4-1, and yet the English would completely own the battlefield. We're talking French casualties in the tens of thousands and England would lose like 150 soldiers. This is pretty much how the English won that war. Also note that in these battles the longbows would make use of terrain - they'd fight from the top of a hill, or they'd fight in the woods or surrounded by marshlands. Knights don't do very well in the mud.
 
The English sooooooooo didn't win the Hundred Years' War :mischief:. (Clue: they had two-thirds of France before it, and hardly any after). They won some battles, and yes at Agincourt longbows were pretty decisive.
 
Interesting topic, and yes ofc England did not win the hundred year war. The French realized that the chivalry principle of running into fortifications and prepared bowmen would not win anymore, so they actually threatened death to commanders who rushed into battle without royal command and started doing the "surround and starve" strategy. Using these methods, they gained back most of France (with help from the occupied French whose nationalism had stirred).
 
Karadoc my last 3 pages of posts? :D

Glad to see you are back!
I was never actually gone. I've read everything. I just don't always post. Sometimes I just don't have much to say... Here are some responses things you've mentioned.

Just random thoughts...

1.When using show enemy moves, maybe dont show workers, or workers not near borders, might speed up the game for those that use it

2. Global warming still very unpleasant for me, get ai to more highly focus on recycling centers when pollution reaches threshold? (perhaps provide a production discount for the ai to balance?)

3, Forest preserve- give it one or two commerce points for tourism? or a +1 culture point (again tourism)

4. Give cavalry, a small attack bonus vs artillery

5. Make ai go into "emergency mode" when losing a war, or doesnt have a certain
minimum size army, extra use of slavery/drafting/production tiles. Have it also apply if they just made peace after losing territory.

6. Maybe have great people who join cities as super specialists provide +1 GPP of their own type, to provide a more difficult choice between unlocking technology instantly or adding them to a city.
1. Well, maybe. 'show enemy moves' does take a really long time in large games (which is why I'd recommend that no one use it) - but it seems a bit arbitrary to just start showing some things and not others. I'd prefer a different solution.

2. Regarding the suggestion of a production discount that varies for different buildings: definitely not. If recycling centers are not strong enough, then maybe they should be buffed - and if the AI is not smart enough to build them, maybe the AI should be changed. Either way, I certainly don't think this is worth introducing new asymmetric game mechanics.

By the way, the AI already does value recycling centers more highly once the threshold is reached - particularly when their own "relative contribution" is high. -- When I play, my own 'relative contribution' is usually above 100%, which means the AI is being kinder to the environment than I am. How about you?

If something is bothering you about global warming, I suggest you post some of the details in the GW feedback thread.

3. Definitely not for culture, for a variety of reasons that I don't want to go into right now; but maybe +1 :commerce: ... this isn't exactly a high priority though. Forest preserves are already situationally useful for their +1 :) when inside a fat-cross, and their increased growth chance everywhere (which can be handy outside of your workable ares so that you can get more pollution offsets for your civ).

4. Why? I'm not sure if cavalry really deserve to be buffed; and I don't think such a change would make any difference anyway - because generally artillery will be escorted by something else.

5. They already do that.

6. We already discussed this.

2 Things

1. Increase fishing boat speed to 3 after Astronomy?

2. Have city governor replace worked ocean tiled, after they get blockaded by ships and then the ships leave?
1. Why? Do you think it's bad that the game encourages cities to build their own workboats rather than shipping them in from other continents?

2. I haven't checked what happens here, but yeah - if they don't already do this, it's probably a bug.

I was wondering, if french musketeers are going to get the 15% flee from combat ability...can we at least upgrade it with experience?

It might be alot of work, or no problem at all. Just curious.
The availability of promotions is governed by 'combat class'. For example, if you look at the civilopedia entry for the Flanking promotion, you'll see that it is available to Mounted Units, Helicopter Units, Armoured Units, and Naval Units. If I made it available to Gunpowder Units, then musketeers could have it, but so could a bunch of units units. -- I'm not going to make a special exception to these rules for any single particular unit. In general I think special exceptions to the rules are a bad thing.

Two saves where the ai is using seige weapons to defend with instead of rifles...
I looked at the verlamion save. Those seige units aren't really "guarding" the city as such. They are all marked at city_attack units. They just happen to be grouped there waiting for reinforcements. I expect Caesar will send some proper defenders there a bit later on - but in this particular case, Caesar is using the "crush" strategy, which means he hardly has any defenders anywhere. He is very focused on offence in that particular war.

Karadoc:

Here is something that I think could/should be fixed:
In my attached save I had a defensive pact with Mali. Vikings and his vassals DoW on Mali which forced myself into a war with Vikings. Then...this "breaks" the defensive pacts between myself and Mali. Then, on that same turn as the AI cycled through, China DoW on me as well as Aztec. All while my pact with Mali was broken.

Shouldn't a defensive pact remain IN TACT between two nations UNTIL it is broken by one of these two nations OR one of the nation submits as a vassal to another?

I was forced into war with Vikings to defend Mali as agreed upon. Then China and Aztec we able to DoW on me without Mali getting involved.

Can this be corrected?
That's certainly an example you getting a raw deal from the defensive pact; and I have seen that happen before. Also, I think I agree that it's probably more intuitive for defensive pacts to not automatically cancel in a situation like that; but I'm somewhat reluctant to change it.

Under the current rules, it's not possible to be part of a defensive pact while you're involve in any war. Pacts cannot by signed while already at war, and pacts cancel at the start of any war. I think it's that's neat (as in simple and clear), but maybe it's not ideal. The main reason I'm reluctant to change it is because I like to leave rules unchanged unless it is obvious to me that they are bad rules.

If pacts didn't cancel when attacked, it would then mean the pact was still active while at war. So then, it would be natural to also change the rules to allow signing of new pacts when already at war. And if pacts can be signed while already at war, then it would probably also make sense to change the rules so that pacts are not canceled when one of the members declares war on a third party. (The pact wouldn't trigger the other member to declare war, but why should it be canceled if they are free to just resign it anyway?)

The AI would need to be taught how to evaluate these things - both when the cancel existing pacts, and when to sign pacts during a war. The AI for evaluating defensive pacts currently is near non-existent; but it would become more important if pacts were made more complex in this way. The change would open the potential for some quite complex political situations; which may be seen as good thing for some players, but just unnecessarily complex for others.

In general, I'd say that complexity is a bad thing for games to have unless it add a significant amount of strategy depth to the game. I don't think this change would really add much depth of strategy, but it would probably be good for atmosphere and roleplay.

The thing is, even if defensive pacts stayed intact in the situation you described, the exact same situation could still arise - because the Mali could just cancel the pact as soon as the first war was declared. Actually, since the two DoW happened in the same turn, whether or not the Mali could only cancel the pact in between the DoWs would depend on the precise ordering of the players. That in itself could been seen as an reason to not change the current behaviour.

Anyway, I'll consider this for awhile, and I may or may change it in the future. I encourage others to say what they think about it.

Question by Deadeyetim was: Which other projects have combined K-mod with their own mods?
Oh. Right. I guess this is example of why you're called 'goodlistener. :blush: -- The answer to that question is... well basically I don't know. I know that a few people from different mods have tried to use some or all of K-Mod's stuff, but I don't really know which mods if any have been keeping up-to-date with K-Mod changes. (Apart from Mattygerst's mod. Strangely enough, that's actually slightly ahead of K-Mod at the moment.)

Keep up the good work....is there a donation link anywhere?
There is. Here is a quote from the readme:
Spoiler :
== Donations ==
If you like the work that I've done and feel compelled to send money to me, you may do so.
Paypal: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=55FEBSZPPXJHQ
Bitcoin: 15kzyE5fvQvicfg2rtXppqKYD63t4rFCSt
I don't like to ask for donations; but I do appreciate it. :)

[...] perhaps the best answer is:

"Senatus Populusque Romanus te salutamus" though "... te salutant" equally good :)

Gratias ago tibi, Yudishtira :)
Alright. That sounds convincing. I'll use that if there are no objections.

@Karadoc, I read your detailed comments, thank you. Re giving units, yes I can see your point that the AI has trouble handling/evaluating it - I had not used the mechanism to unload useless units (units are units and can be upgraded imho and are never "useless") - is there a way to evaluate the strength of the unit eg 4xwarrior (strength 2) = 1xmace (strength 8)?! Units are like gold and apart from scouts they are all preciousssss...

I take your point that AI cannot handle gifts efficiently, though as the old saying goes "he who gets there with the mostest soonest wins" - in essence I am saying that more units = a good thing, most (all?) of the time. I would never unload a bunch of "useless" catapults which, one fine day, I will upgrade to cannons > artillery > radar artillery. Even the AI cannot get it wrong when it gets good units (hence my comment re strength).

Still loving your mod and giving it a thorough test - the espionage is still the best feature imo - how comes we never get to assassinate the city governor even if we have molto Esp Points?! o7
I'm not so sure about units always being useful... I can't speak for other players, but I myself frequently delete old units rather than upgrading them. It often costs quite a lot to upgrade units, and so I often just build new ones instead. And hanging onto old units can be expensive due to upkeep, and not so useful in war due to the war-weariness they'll create for you when they are die to superior forces.. So... I often delete units after I've built new ones to replace them; and if I could get a significant attitude bonus from the AI by gifting the units instead, then that's probably what I'd do. (Incidentally, the AI probably would get significant benefit from the old gifted units, because the AI gets a large discount on unit upgrade costs.)

By the way, you can assassinate the city governor. That's just the "city revolt" mission.
 
The thing is, even if defensive pacts stayed intact in the situation you described, the exact same situation could still arise - because the Mali could just cancel the pact as soon as the first war was declared. Actually, since the two DoW happened in the same turn, whether or not the Mali could only cancel the pact in between the DoWs would depend on the precise ordering of the players. That in itself could been seen as an reason to not change the current behaviour.

Anyway, I'll consider this for awhile, and I may or may change it in the future. I encourage others to say what they think about it.

Hi Karadoc. Here are two thoughts of mine.

#1: With regard to the team cycle order - how about writing code that a defensive pact cannot be canceled until after a the full turn is completed?

(much easier) #2: I figured out and implemented the change that still exists from BBAI regarding the 3 types of defensive pacts. Maybe selecting option "1" (from "0") is a useable work-around for those that want to use the defensive pacts I'm talking about? Maybe explaining the difference between the options here would save you some work from changing the AI for this?
 
A full turn from when? Presumably we'd want the 'full turn' to start from when war was declared, and end when the team that declared war starts their following turn. ... That's certainly possible, but it would be a bit of a pest to implement because it would probably mean keeping track of an additional piece of information which would need to be included in save games and so on. I'm not really sure it would be worth it, because it would only really offer 1 turn of protection.

In real life, the act of canceling a pact at a crucial time would have a negative diplomatic effect.. but I don't think the AI's really ready for that kind of second-order thinking.

About the xml option, I did mean to mention that. I just forgot. For everyone else, what Mattygerst is referring to is that in Assets\xml\BBAI_Game_Options_GlobalDefines.xml there is a tag called BBAI_DEFENSIVE_PACT_BEHAVIOR. If you change the value of that from 0 to 1, defensive pacts won't be canceled when war is declared on you (but they will still be canceled when you declare war). So if you're really keen to have that kind of behaviour, then it's a pretty easy change to make.

All that other stuff I was talking about, about the AI and about changing rules for when pacts can be signed and so on, that's not strictly necessary. That's just the kind of thing I'd feel I needed to do for consistency and polish. The BBAI_DEFENSIVE_PACT_BEHAVIOR thing should work fine. (I haven't actually tested it, but I'm pretty sure I've maintained the functionality of that option while changing other war-declaration related stuff.)

There's also a third possible value for that xml option; it's described by the comments in the xml.
 
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