New Beta Version - March 15th (3-15)

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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.
 
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.
 
I just annexed Medina, and while I can manually control the citizen placement/ laborers, I cannot fill the market specialist. Is this intentional? Please see save game attached:
 

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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.

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 didnt see until I had rolled over Poland, the AI is finally building villages on the road (and not on either side).
Good Job!
Spoiler :

upload_2020-3-18_3-25-26.png

 
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.

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.
 
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.

Honestly, I think the bully AI deserves seeing their rivals rewarded. I often see the same AI bullying the same city-state multiple times before that quest appears, it makes sense that the CS will try to get allies and harm that bully somehow.
 
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.

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.
 
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.



Edit: even more confusing, trying to convert a nearby city gives the expected results.

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)
 
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.

For now, it sounds too sensitive. There are often multiple AIs with zero or 1 wonder dragging the average way down. Maybe the modifier it isn't much by itself, but it seems to compound fast if the civ also has a lead somewhere else, like technology, that likely facilitated the wonder lead.

I'm currently in a series of joint wars against me that look like it will keep repeating for the rest of the game. Other than eliminating these civs from my continent, I don't see a way to stop it; even Ghandi is behaving like a bloodthirsty warmonger against me (quite amusing, actually). I'm already planning to eliminate him before he gets nukes.
 
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 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).

Ok that makes more sense. Thanks!
 
I don't think there's any real bartering involved here. I know how much the AI values the trade so I act accordingly.

Agreed. Unless the AI deals changed every few rounds due to a slight random element (not whole factors like an attitude change), than there really isn't any "negotiation". You should just bump it to the best deal and go from there. I personally prefer the AI always offers the most equitable deal, and then if I want to be nice to get some favor I can bump it down.
 
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.
 
Can we talk about the strength of naval units? I've realized why naval units are just crushing cities. Its not just the vanguard promotions. Its also the fact that in the renaissance and industrial ages, the ships have a higher CS than contemporary land units. Corvettes have 40 strength, ironclads 60.

At the time that corvettes and ironclads are hitting my cities, the strongest units I can have as a warmonger, to boost their rcs, are field guns and riflemen. My cities have cs of 40 and then get hit by multiple corvettes with a higher functional strength, thanks to upgrades. Its even worse with ironclads. I can't hold a city without a great general and the defense process and barely even then. Even with the changes to lighthouse and harbor to give more supply (which are very welcome), its tough to field a respectable navy for a long time. Fielding a tiny navy doesn't matter, because it will just get wiped out. There isn't really the same tactical play for naval combat.

This is related to the city defense changes of the past few months, because now a city's strength is dependent on the strength of the unit inside.
 
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.

They're not always going to declare war even if you're weak, they're just more likely to do so. Possibly there's another higher-priority neighbor, or somebody they're already at war with?
 
Upcoming diplomacy changes for next version or hotfix:
Code:
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
 
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