. Worst case it gets you allied status with everyone.
Friends status?
. Worst case it gets you allied status with everyone.
Stay away fron it in its current status and choose way more powerful tenets than this one.This tenet is very good. If there are 16 CS it's worth 160 influence per great person.
It makes a big difference for strategies with lots of great people and low gold/production, who can struggle to build lots of diplomats. Worst case it gets you allied status with everyone.
Don't forget, it's 10 influence with every CS. In a standard game, this is up to 160 influence, more than an average duplo unit, and it's for free in a time where a lot of GP are born.Even + 100 influence does not look like worth it. You know ideology tenets give lasting powerful effects. This one is unoptimized, kind of slipped away (maybe from old versions) and is very underwhelming as it is. Stay away from it. A single diplomat only gives + 130 influence for comparison. + 10 influence, not enough for anything meaningful.
whoops. Yea I meant friends.Friends status?
any higher than 15 per GP, and this tenet would be OP for any civ that invested in GPs. For a civ that has geared and invested in GP generation, it is fairly trivial to have a new GP born every 3 turns in the late game. Between faith purchases, free GPs, and bonuses towards specialists, this can average into >100 influence every turn. On a standard mapFor friends status that's fine, the requirement is really low. But I am usually much more interested in alliances than friends and the competition for alliances runs in the hundreds and even over a thousand points of influence. + 10 influence does virtually nothing for alliance goal. Usually they are already friends without this tenet by ordinary means, due to decay from quests.
Rewrote all the code for the AI's opinion modifier table
- Observer players who mouse over AI opinion tables should simply get the "There haven't been any major incidents..." message instead of any modifiers.
- Mousing over a human's portrait will now only show certain indicators in the opinion table for the player's information, and will not show number values since those are useless
- Teammates no longer display negative modifiers, since those don't affect their opinion of you. Some are still presented for information but have a value of 0 and show up in a white color.
- Fixed some issues with debug mode displaying empty modifiers
- Code cleanup for efficiency and readability
- Restored color to approach hint message if the table is otherwise empty
Biggest change: AI can now lie, conceal negative modifiers, and pretend they aren't hostile even when they aren't visibly FRIENDLY
- They will do so when they feel hiding the truth is in their own interests (e.g. they are AFRAID), and they will not do so when they feel showing the truth is in their own interests
- AI can conceal SOME modifiers (namely those relating to disputes) without concealing ALL of them
- AI can conceal more modifiers than before
- AI can occasionally pretend that there are "no contested borders" or no wonder/City-State competition when they are secretly angry at you, to give you a false sense of security
- AI will deliberately hide modifiers when they are preparing for a war, and for other reasons like if you're a bad target
- AI will always show modifiers to their masters, to players who resurrected them, and to players they are HOSTILE towards or have denounced
- Declaring war on the AI will not reveal modifiers unless they were already planning an attack
- Transparent Diplomacy or the Show All Opinion Modifiers option can still be used if you don't like this change
- However, these will simply show all modifiers without identifying which ones the AI would hide if it could, so you still can't tell if they're lying to you (except by turning on Show All Opinion Modifiers midgame)
AIs now automatically avoid settling near human teammates, even if they aren't asked
Removed opinion penalty for asking the AI not to spy on you
Removed "killed or captured civilians" opinion penalty from trade units
Debug mode (see DiploAIOptions.sql) can now be used to force the AI to agree to a (valid) coop war request, as if they were your teammate
To-do in future:
- Better handling for promises
- Improved opinion modifier value system
- Allow AI to make use of Transparent Diplomacy / Show All Opinion Modifiers with other AIs
Not really related to your post but reminds me of something I saw the other day and never knew it existed. Probably intended, does not bother me, but never seen it was possible.You can get a higher city RCS by garrisoning only a ship in the city in this version. Pretty broken.
Not really related to your post but reminds me of something I saw the other day and never knew it existed. Probably intended, does not bother me, but never seen it was possible.
If you build a Fort next to a ocean tile, any ship can enter the Fort and rest there. Looks funny because the fort is inland structure and you see a ship hiding in an inland hex.
Not sure if the ships can heal there, but probably yes as long as it is homeland territory.
Interesting, especially the 2-tile passage. That's actually cool. Like the Panama canal.Yep, that's intended .
That property is whats allows you to build 1-tile canals with forts or a citedal, and a 2-tile canal with one of each next to each other .
Minor diplomacy changes for next version:
Code:Rewrote all the code for the AI's opinion modifier table - Observer players who mouse over AI opinion tables should simply get the "There haven't been any major incidents..." message instead of any modifiers. - Mousing over a human's portrait will now only show certain indicators in the opinion table for the player's information, and will not show number values since those are useless - Teammates no longer display negative modifiers, since those don't affect their opinion of you. Some are still presented for information but have a value of 0 and show up in a white color. - Fixed some issues with debug mode displaying empty modifiers - Code cleanup for efficiency and readability - Restored color to approach hint message if the table is otherwise empty Biggest change: AI can now lie, conceal negative modifiers, and pretend they aren't hostile even when they aren't visibly FRIENDLY - They will do so when they feel hiding the truth is in their own interests (e.g. they are AFRAID), and they will not do so when they feel showing the truth is in their own interests - AI can conceal SOME modifiers (namely those relating to disputes) without concealing ALL of them - AI can conceal more modifiers than before - AI can occasionally pretend that there are "no contested borders" or no wonder/City-State competition when they are secretly angry at you, to give you a false sense of security - AI will deliberately hide modifiers when they are preparing for a war, and for other reasons like if you're a bad target - AI will always show modifiers to their masters, to players who resurrected them, and to players they are HOSTILE towards or have denounced - Declaring war on the AI will not reveal modifiers unless they were already planning an attack - Transparent Diplomacy or the Show All Opinion Modifiers option can still be used if you don't like this change - However, these will simply show all modifiers without identifying which ones the AI would hide if it could, so you still can't tell if they're lying to you (except by turning on Show All Opinion Modifiers midgame) AIs now automatically avoid settling near human teammates, even if they aren't asked Removed opinion penalty for asking the AI not to spy on you Removed "killed or captured civilians" opinion penalty from trade units To-do in future: - Better handling for promises - Improved opinion modifier value system - Allow AI to make use of Transparent Diplomacy / Show All Opinion Modifiers with other AIs
I really like the AI being able to conceal so much. Question: do they conceal strictly due to circumstance, or does personality factor in also?
You can actually come across rare situations where it's possible to chain it together with a couple cities to create canals allowing naval transport through 5+ tile continents.Interesting, especially the 2-tile passage. That's actually cool. Like the Panama canal.