@Recursive i laughed at your post because it starts with minor updates, and the first update is “completely rewrote the code for” 

@Recursive i laughed at your post because it starts with minor updates, and the first update is “completely rewrote the code for”![]()
Removed all diplo penalties for plundering trade routes while at war (much like stealing territory).
- At least I think there was a penalty? Not sure, but there isn't anymore. :)
AIs now get mad at you if you're friends with someone they're at war with, in addition to people they've denounced.
Sounds like a lot of good stuff is coming - waiting for "soon"The effects on actual diplomacy are minor.
Additional changes:
Code:Removed all diplo penalties for plundering trade routes while at war (much like stealing territory). - At least I think there was a penalty? Not sure, but there isn't anymore. :) AIs now get mad at you if you're friends with someone they're at war with, in addition to people they've denounced.
That's not possible. Only tiles adjacent to water are capable of being canal. You'll need lakes.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.
ocean ~~ city -- fort - citadel - fort -- city ~~ ocean
Lakes can also sometimes help fill in the gaps and provide interesting scenarios.
That's not possible. Only tiles adjacent to water are capable of being canal. You'll need lakes.
How "mad" are we talking about here? Considering AI bribery and war willingness this could potentially escalate into a sitution where almost everyone hates youAIs now get mad at you if you're friends with someone they're at war with, in addition to people they've denounced.
That's not possible. Only tiles adjacent to water are capable of being canal. You'll need lakes.
Hmm, I could've sworn you were able to pull stuff off like this before. Ahh well, maybe modmod territory: 'Long Dong Canal'Yeah. That's what I though. Fort-citadel-fort doesn't work unfortunately!
Yup, good enough! AI will never really utilize this so best to keep it simple I guess.But fort-city-fort works!
Yeah, I was surprised to see it hang around longer than usual even with 2 heavy warmongers in my game.Also, is anyone else seeing the AI prioritize Terracotta Army quite low?
How "mad" are we talking about here? Considering AI bribery and war willingness this could potentially escalate into a sitution where almost everyone hates you
Btw, thank you for your continuous work!![]()
Hmm, I could've sworn you were able to pull stuff off like this before. Ahh well, maybe modmod territory: 'Long Dong Canal'
Yup, good enough! AI will never really utilize this so best to keep it simple I guess.
Yeah, I was surprised to see it hang around longer than usual even with 2 heavy warmongers in my game.
But fort-city-fort works!
Ironic because such a city would not technically be coastal and couldn't build naval ships or buildings
It can if it has a lake.
But cities can't normally build navy on lakes though... right? Or do you mean that connecting a lakeside city with a canal to the ocean allows it to build naval ships and buildings?
I don't believe they can, same with lighthouses and work boats.Cities with a lake can build ships... at least when they're close enough to an ocean to be connected by a canal?
It was changed. Wait for a new amazing versionI don't believe they can, same with lighthouses and work boats.
Is this just extreme rare and AI bad luck or have anyone else seen this with AI's or polynesia in current version or report as bug?
Polynesia did not have the best of starts...
Failed to settle or moved settler and got caught by barbs.
Spoiler :
I just changed the rule for the "You have made a Declaration of Friendship with one of their enemies!" modifier so that it applies on both a denouncement and a war. -18 to Opinion, does not stack.
Wasn't making sense that the AI would be mad if they denounced them but not if they were at war. Approach calculation is already factoring in both.