New Beta Version - March 2nd (3-2)

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So I was playing a game without transparent diplomacy (I think it's called this way? The setup to see the real values for bonus and malus diplo values) and I'm not sure what's happening, maybe one else had the same issue? Opinions from other leaders stemming from war have been crazy.
Global peace accord have been passed in the second world congress, and while I've been waging war with my neighbors, it's mostly been killing units (since they declared on me), and liberating city states. I did take one city from Persia, they have 9, but afterwards I liberated 2 city states, one had to be liberated twice and then liberated another city from another civ. After all this, even the most aggressive AIs (like Rome) has a pretty bad opinion of me from war ("They believe your warmongering has become an existential threat"), other AIs that are usually not so aggressive - like byzantium - that have been aggressive this game and taken over cs/cities, malus opinion from war is "They fear your warmongering will end this world in fire".
Also, the modifier "We fought together against a common foe" never appeared.
Is this part of the new diplo changes? Or is it just how global peace accords work with joint wars+liberation?
I'm playing Iroquois if that makes any difference.
 
Hospitals already heal garrisoned units quicker, but why not also extend this feature to the city itself? It would give the building more value and incentive to incorporate into other play-styles, considering it's been on the receiving end of some criticism lately.

It only makes sense that the presence of hospitals / medical infrastructure are one of the few ways the citizens can hope to sustain and recover, as a whole, while their lives are ravaged by war. I don't think a buff should be that significant, but enough that it's tangible within reason.
 
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So I was playing a game without transparent diplomacy (I think it's called this way? The setup to see the real values for bonus and malus diplo values) and I'm not sure what's happening, maybe one else had the same issue? Opinions from other leaders stemming from war have been crazy.
Global peace accord have been passed in the second world congress, and while I've been waging war with my neighbors, it's mostly been killing units (since they declared on me), and liberating city states. I did take one city from Persia, they have 9, but afterwards I liberated 2 city states, one had to be liberated twice and then liberated another city from another civ. After all this, even the most aggressive AIs (like Rome) has a pretty bad opinion of me from war ("They believe your warmongering has become an existential threat"), other AIs that are usually not so aggressive - like byzantium - that have been aggressive this game and taken over cs/cities, malus opinion from war is "They fear your warmongering will end this world in fire".
Also, the modifier "We fought together against a common foe" never appeared.
Is this part of the new diplo changes? Or is it just how global peace accords work with joint wars+liberation?
I'm playing Iroquois if that makes any difference.

I have that happen to me all the time. The ones I like are: 'Your Military is terrifying' when I have a small army, & the hilarious go & settle a few more cities in recent game. In this I was doing a OCC with Inca on Tiny Map, & was accused of this by 12 city warmonger Russia.
 
So I was playing a game without transparent diplomacy (I think it's called this way? The setup to see the real values for bonus and malus diplo values) and I'm not sure what's happening, maybe one else had the same issue? Opinions from other leaders stemming from war have been crazy.
Global peace accord have been passed in the second world congress, and while I've been waging war with my neighbors, it's mostly been killing units (since they declared on me), and liberating city states. I did take one city from Persia, they have 9, but afterwards I liberated 2 city states, one had to be liberated twice and then liberated another city from another civ. After all this, even the most aggressive AIs (like Rome) has a pretty bad opinion of me from war ("They believe your warmongering has become an existential threat"), other AIs that are usually not so aggressive - like byzantium - that have been aggressive this game and taken over cs/cities, malus opinion from war is "They fear your warmongering will end this world in fire".
Also, the modifier "We fought together against a common foe" never appeared.
Is this part of the new diplo changes? Or is it just how global peace accords work with joint wars+liberation?
I'm playing Iroquois if that makes any difference.

There may be a bug in the warmongering code somewhere.
 
Making the city healing speed as percentage of its max HP would fix any slow repair issues, for example 5% per turn, or to allow for faster healing early, 5 flat + 5% per turn. It means it will be fully up in 20 turns even after the worst siege.

This also seems ripe for a feature on a defensive building. For example, walls might increase the recovery rate by x%.
 
About the problem with voluntary vassals, I agree that the master must inherit the war his vassal was into, but also the master or the other contender should be allowed to ask for a cease fire between the greater powers. As long as the aggressor does not capture any city, that should be an easy treaty.

If the new master is automatically brought into war, maybe just make the new masters peace willingness super high for the first 2 turns. Gives the attacker the choice to keep up the fight (without displacing units) or back off without penalty. It would not need any new UI
 
Is there a way to disable certain ruins outcomes? I'm finding that I'm getting a large number of territory reveals and unit upgrades. The unit upgrade is a particular snub when applied to an exploration unit, since it stops it in it's tracks for the remainder of the turn when it could be exploring further.
 
I just realized that I have not seen a "connect this CS by road" quest in ages. Were those taken out intentionally or have they been bugged out?

Coastal CS no longer give that quest. If landlocked CS never give that quest, then it's bugged out.

Speaking of CS and bugs, I've fixed an issue that was preventing all militaristic City-States from spawning units. Oops! :)
 
Ruins in general need a balance pass, some results (like border expansion or territory reveal with a pathfinder that gives like 60exp) are just overpowered.
 
I'm really not noticing the new GM scaling at all. I have 4 towns (which is more than I normally make), and with the gold I'm getting I wouldn't even have noticed their was a change.
 
@Recursive
I agree with earlier mentions that Militaristic CS doesnt seem to give any units.
I still wonder about peace vassal logic, see earlier question in this thread, no biggie if on/off switch become available, just dont like AIs just throwing the towel like that.
Raze bug (not able to stop razing) seems to be fixed (was playing on december patch b4).
I get since several versions back ctd when exit to windows or menu (load game is fine), not a big issue.
 
@Recursive
I agree with earlier mentions that Militaristic CS doesnt seem to give any units.
I still wonder about peace vassal logic, see earlier question in this thread, no biggie if on/off switch become available, just dont like AIs just throwing the towel like that.
Raze bug (not able to stop razing) seems to be fixed (was playing on december patch b4).
I get since several versions back ctd when exit to windows or menu (load game is fine), not a big issue.

Yeah, it's a bug (two miswritten lines of code were causing the spawn hex data to be discarded, so it was repeatedly trying to spawn units at a nonexistent location). I fixed it.

I wonder if this might be the AI's human strength modifier and/or the military skill rating causing them to overestimate human military strength relative to them, and surrendering because of that. I'll think about how to adjust the logic, and I think pulling the master into the vassal's wars is a fair compromise for how to deal with this, but the code for war declarations is a bit tricky. Will take some work to figure this one out. I'll add an on/off switch though.

If you can reproduce the razing bug, please post to Github.
 
Yeah, it's a bug (two miswritten lines of code were causing the spawn hex data to be discarded, so it was repeatedly trying to spawn units at a nonexistent location). I fixed it.

.

Will we have to wait for the next version for this to be fixed or will there be a hot fix. If you play peaceful having military CS supplying military units can be very helpful.
 
where would i go to find save files? i have 3-2 and my game keeps crashing at turn 125 no matter what i do. looking to upload to github
 
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