God King gives nothing to the ones you spread to. That's worthy in itself.
@HeathcliffWarriors, may I ask how do you plan the global powers of late game to understand how far they can meddle in worldwide affairs? I should think it has to do with the travel time of a decent intervention force. Like, if I can move an army that is at least a 33% of the expected defense forces in less than 5 turns, then I might consider that country in my influence range.
But devil's in the details. How many units would you consider? Only naval? England was one of the first worldwide powers, thanks to the huge navies and bases everywhere.
There's a multiplier to the WAR and HOSTILE scores based on proximity (also whether they really want to conquer you), so the AI will generally declare war more often against people close by.
A few more cents from my current playthrough (America, epic, immortal, I made notes); I was playing sort of a self-challenge to not found cities, only conquer and annex, anyway:
- Pantheons do not 'spread' to conquered cities, which was kind of very annoying and added to the, in any case, difficult start. The cities also did not keep the Pantheon of the original owner, so it doubly sucked. Could that be changed.. in either way really..?
- Trading luxury resources could use some general re-balance, considering that you can get so much value out of them (WLTKD/CS quests). Imo they are way too cheap.. both ways actually. The AI wants/gives 2-7 gpt for a multi-copy luxury, which is okay early game, but why would I ever take that deal and help their game later on, when I make several hundred gpt anyway? Also, I don't really need imported luxuries from midgame onwards aside from CS quests and WLTKD (if happiness is managed properly), and it's much easier to get WLTKD resources if you leave several luxuries on the market (otherwise cities are more likely to want something that I cannot get for a few bucks).
- America's UA to buy other Civ's tiles. The diplomatic penalty is huge and seems to not decay at all(!?), up to the point where I am better off taking the whole city in a war. Seriously, why even have a UA that is borderline unusable?
I don't mind a penalty in general, not even a large one, but it would feel much better if it continuously decayed.. maybe get refreshed and increased or something if you continue to buy tiles? Or make those tiles a lot more expensive (I think they are pretty cheap from midgame onward, like 1-2 turns of gold kind of cheap).
- Balance-wise, should the scout promotion tree include medic I and II? They are pretty strong promotions to get for free early game (to siege the AI or sth), and I cannot see the AI use it as effectively as the player will (scout mobility and all).
- Since I only play epic, I wonder what average (player) unit levels on normal game speed are. I don't 'farm experience' and usually freshly build units are ~ on par with units I have from way earlier eras.. Like.. I usually never have units above level 5-6 if I play naturally. Is that the same as on Normal game speed? The question arose for me, since I never get anywhere far in the promotion tree, so I wondered why its that large in the first place ? (relatedly: in which file could one adjust the increased exp need on epic ever so slightly?)
- Can the player disadvantage be somehow compensated when world congress wonders are build 'late'? The player production is added last, if I get it correctly, and there was literally no way for me to get the treasure fleet wonder, because it was essentially finished when my turn came..
- Does the great merchant WLTKD duration scale properly with towns or sth? I'm pretty sure it gave me 7 turns always.
- Strategy-wise, I was not able to get open borders from Brazil (in that case), even though it was the only option for me to reach our common enemy in war. We had embassies, I did not have a lot of tourism, but I could not get open borders for any prize or whatnot.
- As a general observation for a while, Austria seems to be doing very well in every game they are in.. I will probably check their 'brokenness' next game.
Cheers!
America's UA is perfectly usable (you do get the tile) but it royally pisses off the AI when you steal their land, and increases war likelihood (they even tell you this).
It doesn't decay (else it would be very human exploitable) but you don't obtain the penalty while at war, and if you go to war the penalty is reset.
The idea is that the AI gets progressively angrier the more territory you steal during peacetime, until a war ends up happening.
I could nerf the opinion penalty per tile though (at least if you're not stealing resources/GPTIs/NWs.
Great work,
@HeathcliffWarriors!!
I like the subtle nuances you added like:
-
Anti-frustration feature: AI vassals are now required never to dig in their master's lands for artifacts or convert their master's cities. They will refrain from doing this even without asking them.
- If you ask the AI to do something (like not settle near you) and they agree, but they then ask you to stop doing that thing and you ignore them or break a promise to stop, this will cancel the AI's promise not to do that thing against you.
I also have some remarks:
- Other civs won't care if you DoW your vassal, but will usually apply a global opinion penalty for breaking war promises. The diplo malus for
DoW'ing a vassal lasts 3x the game deal duration (150 turns on standard).
Suggestion: perhaps other vassals should care ("what if it's my turn next?").
- I think I see the idea behind Montezuma's warmonger reduction, but I don't like AI-specific mechanics on principle. If Montezuma is deemed to weak an AI, then we should consider balance changes - but it deserves to be discussed in the Aztec thread. A smaller reduction could be made part of the UA.
- regarding the 3 Tiers: can't I exploit this setup by first interrupting a DoF via the Discuss menu, then declaring war or denouncing? I wouldn't get the highest-tier penalties then?
1) Good point re: other vassals. I can add that.
2) Montezuma, IIRC, already has the lowest possible warmonger hatred flavor, so it's not that large a jump, but I see your concern. The trouble is that the opinion/approach penalty for warmongering and anti-warmonger fervor are tied together, and I couldn't think of a better solution.
However, giving it some more thought, I could add a memory value tracking how many times war was declared by a specific player, and zero out warmongering penalty as long as the number of wars you declare on him remains zero, without changing anti-warmonger fervor...
3) Yes...although I've just thought of a solution for that.
Is it working as intended that asking civs not to send religious units to your cities anymore does not incur a diplomatic penalty?
Firaxis only added a penalty for asking not to settle and not to spy, the other promise requests don't incur a penalty.