There is a super useful momento to cut this time in half /sHave we ever confirmed if we get commanders back if we lose one? I lost mine just now
edit: it seems they do return after about 20 turns on epic speed.
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There is a super useful momento to cut this time in half /sHave we ever confirmed if we get commanders back if we lose one? I lost mine just now
edit: it seems they do return after about 20 turns on epic speed.
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I've only had one die once, and it did return at the start of the next age. But it had no promotions. I can't remember for sure whether it had any beforehand.Have we ever confirmed if we get commanders back if we lose one? I lost mine just now
edit: it seems they do return after about 20 turns on epic speed.
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They keep promotions.I've only had one die once, and it did return at the start of the next age. But it had no promotions. I can't remember for sure whether it had any beforehand.
Does anyone else who had a commander killed and returned know for sure if it had preserved promotions or not?
You just have to get the other leader's relationship with you high enough ("Helpful", I believe -- red heart icon), and they will usually accept an alliance offer.How do you build alliances? It seems like people like to double team players and I was wondering how alliances worked.
In my experience, 'merely' eliminating another Civ does not give permanent or even Age-long negative bias towards the eliminator. However, combine that with going to war with someone, even if you don't take any of their cities from them, and the additive effect seems to be pretty permanent: in my last game, having eliminated one early AI contact made no apparent difference in my relationship with anyone. Fought one brief inconclusive war with two other AI civs, and for the next 200 turns to the end of the Exploration Age they have been constantly at the most negative level of relationship with me.I just quit an advanced start exploration age deity game since I severely underestimated the combined military of my home continent, but whenever they had my last city dead to rights they would back off. That didn't stop them from stopping every single one of my settlers from leaving my borders, but none of them would strike the final blow when several of them had committed armies of units to taking down its defenses and all I had was an army commander left. Its not as if it wasn't a bad city either, it had plenty of resources and a natural wonder in it.
Does eliminating a civ give enough of a diplomatic penalty to deter even deity AIs? Are there even any penalties for taking out another civ completely or is it just a negative relationship modifier?
I often leave an opponent with 1-2 relatively poor quality cities. Some of the reasons to do so are a bit “gamey”, but I think they make sense from a strategic standpoint.Does eliminating a civ give enough of a diplomatic penalty to deter even deity AIs? Are there even any penalties for taking out another civ completely or is it just a negative relationship modifier?
By endeavors you mean making something that will benefit them?You just have to get the other leader's relationship with you high enough ("Helpful", I believe -- red heart icon), and they will usually accept an alliance offer.
Relationships are improved by spamming as many beneficial endeavors as you can.
Actions in the Endeavors list always improve relations, and those in the Sanctions list always worsen them. The tooltip for each item will tell whether and by how much it will alter relationship.By endeavors you mean making something that will benefit them?
I also get gang declared on in Exp Age advanced starts. One disliked me because I had to many units. Another disliked me because I dared to have happiness and culture buildings :O and the other disliked me because I dispersed Independants (okay that one was legit).I just quit an advanced start exploration age deity game since I severely underestimated the combined military of my home continent,
Sanctions and Endeavors, then. I see. Thank you.Actions in the Endeavors list always improve relations, and those in the Sanctions list always worsen them. The tooltip for each item will tell whether and by how much it will alter relationship.
I don't mind it so much as I was definitely at fault for underestimating them and not even trying to invest in them diplomatically. My modern age start game is going a lot better than the last one.Maybe they'll change this because it's even worse on Modern Age starts where anyone (including AI) can start with 1-3 Civics; putting them at an Ideology within 8 or so turns of the game start. We need at least a +20 Modifier from previous age to counter balance some of this.
I don't think it's reasonable to disable spying without deep system rebalance. Spying plays important role in both influence economics (by providing additional targets to spend and decreasing influence income) and in conflict management (by adding negative relations on revealed espionage).Is there a way (or there is a mod) to disable spying ? cause the counter spy sanction doesnt work. they are spamming you like crazy (for triple amount of value than you, you can get) even if it is ON.
Is it a bug ? counter spy against a civilization doesnt work at all
Some questions, some that im sure will have been answered already and some that might seem daft.
what's the consensus of when to change towns to cities, or what sort of ratio to have? Also when do people normally change town's focus from growth?
There's no workers, so do mines and stuff just appear?
happiness always drops for me, but I dont know how to improve it.
whenever independents are hostile, I just kill them. is that a bad idea?
in the first age, is it possible to sail boats and find other islands (terra incognito) as my boats just get lost.