Coffee Monopoly
Warlord
- Joined
- Nov 10, 2019
- Messages
- 112
How is this possible?
Hi, not able to swap great works with AIs. Looks like they are not creating any in this version. Is anybody else experiencing this, too?
Got another weird bug: When I become the new ally of a city state and am at war, the CS automatically declares war on my enemy as they should, but it also declares war on a bunch of other civs that I'm not at war with. Happened at least twice this game.
Btw the only other mod I use is Quick Turns, and I don't use the EUI.
Substantial boost to AI aggression, including use of coop war and third party war against competitors (aim is to be intelligently aggressive)
Improvements to GetBestApproachTowardsMajorCiv (factors in religion, ideology, World Congress resolutions, approach guesses, game difficulty, bonuses towards war)
Moved functions throughout GetBestApproachTowardsMajorCiv so that multipliers to approach scores occur after all the additive modifiers; conditions which zero out weight occur after the multipliers
Unless blocked by a sanity check, if they're stronger both militarily and economically, AI will always declare war if a demand is refused
Added AI sanity check to war declarations to avoid going bankrupt (for normal and coop wars, also factors in instant yields & gold reserves)
Fix more AI backstabbing bugs
Fix "you forgave them for spying" modifier not being applied
Tweaked AI sanity check for additional wars to exclude people the AI is already targeting (should result in more wars)
Zero out approach weight for FRIENDLY and DECEPTIVE if there's been a denouncement or the other player is an untrustworthy friend (transfer to GUARDED or NEUTRAL based on opinion, if applicable)
Improvements to approach guess mechanic (should now gauge human & AI approach with reasonable accuracy)
AI now has a robust function to define major competitors
AI now considers the possessor of their capital or Holy City an untrustworthy friend, unless they're that player's vassal
Increased penalties for land dispute in the early game and for warmongers; also increased bonus for having no land disputes
AI should form early DoFs & blocs a bit easier
Tweaks to IsWantsToConquer to increase AI tactical aggression (encourages AIs to succeed in the early game, and at Domination Victories)
AI should be overall less exploitable
Hi, not able to swap great works with AIs. Looks like they are not creating any in this version. Is anybody else experiencing this, too?
Not sure if this is even a bug.
I had 2 barbarian horde events begin on neighbouring CSs and they seemed to be sharing a single spawn point. Every 5 turns or so I had 9 tercios spawn on my border. It wasn’t a problem for my military, thank god I wasn’t tied down in a war at the time, but damn. It was an absolutely silly number of barbarians constantly pouring into my land.
I would have gone authority if I had known I was going to get 4 waves of 225served hot and fresh in renaissance
Well I was on King. If I was on a higher difficulty playing vs competent, aggressive AI on my borders, and lower/no barbarian bonuses, I think that would have been a ragequit.Think you just got lucky![]()
Well I was on King. If I was on a higher difficulty playing vs competent, aggressive AI on my borders, and lower/no barbarian bonuses, I think that would have been a ragequit.
I've flipped City States with a Great Diplomat and noticed the CS immediately declared war on their old ally, even though I'm not at war with them. Is this a bug or intended?
Fix stolen artifacts modifier not being displayed
AI will reset certain war-related diplo penalties when a player capitulates to them, to avoid unnecessary aggression
Vassals of the same master gain +50 positive opinion and +FRIENDLY approach with each other
AI is friendlier to people they've resurrected
AI is friendlier to people when they're at war with a common foe (including soon-to-be coop wars)
AI approach bonuses to bloc formation:
DoF or DP with any friend: +FRIENDLY
Denouncing any friend: +HOSTILE
DoF or DP with any enemy: +HOSTILE
Denouncing any enemy: +FRIENDLY
Masters will no longer accumulate warmongering penalties with their vassals (resets upon vassalization)
Capitulated (not voluntary) vassals also don't get the common foe opinion bonus, and it is reset upon vassalization
- Warmongering penalties and the common foe opinion bonus were illogically dominating vassal opinion; removing these will make vassal treatment more important
Reset warmongering penalties for vassal players and on player death
More tactical aggression improvements
Misc fixes
removing these will make vassal treatment more important
The reset upon capitulation is fine (which is how it works already I presume) but further warmongering penalties with vassals should be a thing because nobody likes someone dragging them into a war. Or if we are doing away with such penalties maybe vassal public opinion should affect the master. This would also incentivise tenets like Iron fist a lot more because as it stands I've never had a civ rebel against me while my team screeches in freedom.Masters will no longer accumulate warmongering penalties with their vassals (resets upon vassalization)
Isabelle plopping holy sites in puppet city states must be some next level, galaxy brain ****Spoiler :
I disagree. I've seen rebellions several times already; with the AI's propensity for settling on tiny islands in the sea and in other really niche places it will found at least a couple more cities as they discover Astronomy, so it doesn't have it that difficult to grow its population and I'm consistently finding it hard to hang on to early-game vassals past mid-game unless I'm starting to snowball in a major way (or pick Iron Fist, which I've done multiple times for expressly that purpose; besides, the yield bonus is also quite nice).Requirements for rebellion could be relaxed a little.
Requirements for rebellion could be relaxed a little. By medieval era all the good city spots are taken, and reaching 3x population than when the civ was vassalised seems a bit much.
I needed around 75 population to build Oxford when playing with 6 cities. On a standard map an AI capitulates when it has only around 2 or 3 non capital cities, with let us say around 10 pop, similar to what I had in medieval era. Now look at a non vassalised Poland barely managing 300% of a 30 population, with 7 city progress 3 eras later. A vassalised civ would take at least another era.
Spoiler :
The reset upon capitulation is fine (which is how it works already I presume) but further warmongering penalties with vassals should be a thing because nobody likes someone dragging them into a war. Or if we are doing away with such penalties maybe vassal public opinion should affect the master. This would also incentivise tenets like Iron fist a lot more because as it stands I've never had a civ rebel against me while my team screeches in freedom.
I disagree. I've seen rebellions several times already; with the AI's propensity for settling on tiny islands in the sea and in other really niche places it will found at least a couple more cities as they discover Astronomy, so it doesn't have it that difficult to grow its population and I'm consistently finding it hard to hang on to early-game vassals past mid-game unless I'm starting to snowball in a major way (or pick Iron Fist, which I've done multiple times for expressly that purpose; besides, the yield bonus is also quite nice).