That's because CSs are no longer clearing camps or doing barb hunting.
This is an intentional change that will likely continue? Major Civs don't appear to priorities it, either. I'm fine with this; it's great for authority.
That's because CSs are no longer clearing camps or doing barb hunting.
Generate means that your cities create religious pressure (usually for your religion) in other people's cities. Recieve means that other people's cities create religious pressure (usually for their religion) in your cities. Or rather, with the Celts UA they don't. Kind of like closed borders going both ways, but for religion.
Would you say the aggression level feels balanced (i.e. fun but challenging)? The aggressive/passive balance is a tough one to manage.
No, they don't, but the "You are competing for World Wonders." modifier is only based on the number of Wonders you've beaten the AI to building. So a progress AI will never count University of Sankore towards it.
CS Quests: I'm getting quests to declare war on Civs, often because the CS just got bullied. I think this is exploitable; if the Civ is far away, you declare war and do nothing, getting influence and other rewards for no effort.
Perhaps too aggressive, I got all my continent hostile to me all of a sudden. As Babylon, I got to Medieval very fast and rushed the three religious medieval wonders (Hagia Sophia, Borobodur and St. Petersburg) to deal with three other founders, one of them being India. Now, even the civ (Denmark) that didn't found, had a declaration of friendship with me and got my help in a joint war they wanted, is denouncing me. In their case, though, it's likely because of tech, being tied with the Ottomans for the lowest number of technologies.
I don't mind, though, if runaway AIs get the same treatment. I may find out later if that's the case. I'm having fun because I was prepared for defensive play against their multiple joint wars (Walls of Babylon, Defender of the Faith, Himeji Castle, Red Fort), I don't know if someone else with a different plan will find if fun.
The modifier appearing on most civs isn't the "You are competing for World Wonders", but the "They believe we are building World Wonders too aggressively!". I was wondering if getting the Forbidden Palace was counting towards that on non-Progress civs.
My experience always was capitals require 2 taps (to barely flip, sometimes 3) and satelite cities are easy to flip. Same when converting your cities to your own religion, if your capital isn't your holy city you'll need 2 taps if you try to convert fast and the population is high (but religion was barely passively spread)Spoiler :Did you change anything in regard to missionary spread? I swear in previous betas I was able to convert a city like the one in screenshot in one turn. Also, 5 turns before I could have converted 4 citizens, this new full strength missionary is only able to convert 3. Denmark has no religion itself, nor any religious neighbours but me.
Spoiler :
Edit: even more confusing, trying to convert a nearby city gives the expected results.
Spoiler :
Applies to both human and AI players, and it's based on how many Wonders you have compared to the average civ (only counting civs who built Wonders) in the game. Forbidden Palace does count. If you have at least 3 more than the average, the modifier applies. This might be too sensitive as a calculation method, so it may be tweaked based on player feedback.
So does the UA only require that some followers of the celts religion be present, and not majority? Since if it were the majority religion the city wouldn't "generate foreign" religious pressure anyways?
I think 'generate foreign religious pressure' means that the city will generate religious pressure towards foreign cities, not that it generates pressure for foreign religions. If your cities follow your religion, normally they will generate pressure to try to convert other people's cities to your religion as well. For the Celts this does not happen (if I understand correctly).
I don't think there's any real bartering involved here. I know how much the AI values the trade so I act accordingly.
Thanks, I was waiting for this.Hotflix uploaded with changes from ilteroi. Fixes some pathfinding issues, and reverts the CS DOW pathfinding breaks and popups.
https://mega.nz/#F!2Jdw3aQT!Z49gV7KAyMq6YiG5BD9jaA
G
Still noticing the AI is very passive. I am neighbors with the Celts. They have swordsmen and their pictish warriors. I have 6 cities, no walls, and 1 archer in my entire civ. I am about to get chivalry and they haven't declared yet.
Reworked reckless expansion modifier
- Now based on both cities and land
- Now uses the median rather than only the average
- Must have either 200% of median cities or 250% of median land to be considered a "reckless expander"
- Must also have 50% more than the global average (not counting you) for either of these to apply
- Fixed dead players counting towards the global average
- Can still be canceled out by having at least AVERAGE strength military compared to the other AI
Reworked wonder spammer modifier
- Now uses the median rather than only the average
- Must have at least 3 more Wonders than the median Wonder-building civ (dead civs count, so killing civs won't raise the penalties)
- Must also have 50% more than the global average (not counting you) for the penalty to apply
- Non-cultural civs will only apply the penalty if their proximity to you is CLOSE or NEIGHBORS
Along with some adjustments to strategic weight to reduce unwarranted aggression, should hopefully yield more sane results
GetBestApproachTowardsMajorCiv
- Added each civ's personality bias for each approach once at the start of the function (so +1x for all approaches)
- Neutral gets 2x at the start
Small performance optimizations