pineappledan
Deity
Your turn is before the AI’s. You have a first mover advantage over the AI, and so if you AI beat you to a wonder, that means they beat you by 1 full turn.
Yeah, that's a tough one, but they can be vewy vewy shneaky! I've seen plenty of instances where AI basically decide they're going to insta-build a wonder and completely screw you over, and other times where they will back off and concede; I think it's just situational. I personally use the "Wonder Race" mod (forgot to mention previously in another thread that it's the only other "cheat" mod I use) for two main reasons, one of which others and yourself have already pointed out in that the culture received is so trivial on a loss relative to how many hammers/gold you've used; I get it, but it still sucks. The other reason being the player will always lose a tie-breaker to the AI if both finishing wonders on the same turn. So since I technically have to beat the AI by a turn, and will essentially get nothing if I lose out, I compromise for now by using the mod.
I had a recent Egypt game where multiple AI stole unique burial tomb artifacts shortly after spies came out. It was a definite ouch... Although the AI trade willingness for GWorks was just reduced, it's made theming bonuses a lot harder. Maybe we can nudge it back up a tick?
Feel better, fella.
Also, don't worry, the majority of feedback here (especially mine) is critical/negative, simply because VP is so great and we love it so much that we have to excessively nitpick about the finer details. I assume Zebo has some pretty thick skin by this point through his profession and after having dealt with the likes of Bite, PDan, myself and others over the years .
@Recursive , One of my last remaining curiosities (not version specific), but what's the deal with good deeds not being greatly acknowledged or recognized on a global scale? How much does the AI currently value things that should be of global significance, such as liberating cities, CS, or resurrecting fallen civs? From my experience, I don't think I've ever seen opposing civs (friendly or otherwise) be overly grateful for some of the larger positive actions that may be accomplished. It seems as if it's almost always a "meh" reaction, at most, regardless of how beneficial or positive your action was toward the game's overall diplomatic landscape. Just wanted to see if others have also witnessed the same prevalence of "Xciv will barely notice". What are the numbers like under the hood concerning the best possible outcomes or diplomatic rewards for undertaking the most positive/beneficial of deeds?
P.S. I'll stop my nitpicking for the time being as I'm running out of things to squawk about, which is definitely a good thing. Also, do you have any ideas or hints as to when we can potentially expect the new version? Maybe a little ETA tease? I won't bother Zebo, and I normally wouldn't ask, but all the juicy new diplo goodies/fixes have me foaming in anticipation of the new version - I can't even bring myself to finish my current game. I don't think I've ever really looked forward to a new release as much as I'm now looking forward to this one. I'm sure what the VP team is about to hand out leans more heavily towards the "treat" side of the scale, than the "trick" side...
Settings
- Added "Disable Victory Competition" setting, when set to 1 it disables the AI's Victory Dispute/Victory Block/Is Close to X Victory changes towards other players
- Added "Passive AI (Human Only)" setting, when set to 1 the AI will not initiate any wars involving human players, but humans can still DoW the AI
- Added "Passive AI (Global)" setting, when set to 1 the AI will not initiate any wars with other players, including City-States, but humans can still DoW the AI
- Passive AI settings will be overridden if humans ask AI teammates to start a coop war
- Passive AI settings prevent AIs from asking humans for coop wars or asking/offering third party war to them in trade (humans can still ask this of the AI)
- Passive AI settings prevent AIs from pursuing Domination Victories
- All of these are experimental, disabled by default and can be modified via one of the text files
Fixes
- Fixed some bugs in the approach calculation
- Fixed AI getting mad about Influence competition with their permanent CS allies or those with an Open Door resolution
- Fixed AI offering or accepting DoFs with players they're willing to denounce
- (Hopefully) fixed AI never keeping its promises not to dig up artifacts
- Removed opinion penalty for refusing to move your troops when asked
- Removed backstabbing penalties between human players in multiplayer
- Fixed World Map trade item being greyed out without explanation (hopefully)
- Fixed bug where AI teammates would never be willing to start a coop war immediately; now they can if they're bold enough and the target is vulnerable, just like regular AIs
- Fixed AI teammates of humans accepting third party war bribes and starting coop wars with others
- AI should be MUCH less likely to backstab its own friends and DPs now, or to start wars that cause its teammates to backstab their friends/DPs.
They will no longer do so when insulted or as the result of a coop or third party war. They will also not target people for demands if declaring war on them would mean backstabbing someone else.
Improvements
- Added a temporary opinion penalty for stealing a civ's artifacts, regardless of if a promise is made (can no longer steal one artifact per civ with no penalty); the penalty's
magnitude and duration worsens if more artifacts are stolen, and lowers a bit if you make a promise to stop and keep it
- Note that the penalty will decay, but cannot fully disappear until the AI has confronted you about the stolen artifacts, unless you're playing in multiplayer or it's a permanent war
- AI will refuse to give Open Borders to players who plunder their artifacts, if there are still artifacts for that player to plunder
- Maximized AI war desire and tactical aggression if the "Always War" or "Permanent War or Peace" advanced settings are enabled (used in RAS and scenarios)
- Increased AI war desire and tactical aggression towards its most threatening enemies and competitors; for instance, the owner of their original capital
- AI is slightly more aggressive when backed up by a third party in war (coop war/trade)
- AIs who are insulted are more reluctant to declare war on players they're AFRAID of, and more reluctant to DoW if it would also mean DoW'ing powerful neighbors
- Added "approach guess" mechanic: AIs will guess other human/AI approaches towards them based on certain actions. Demands, insults and denouncing them will set their approach guess to HOSTILE if it isn't already
WAR; if a player's military deployment is extremely threatening or intrigue sharing reveals a civ's war plans, it will be set to WAR. The guess system understands AI players' approach system, so for instance, they will reset guesses
for the DECEPTIVE or FRIENDLY approaches if the visible approach of an AI player towards them isn't FRIENDLY. Approach guesses are not permanent and updated every 30 turns or when circumstances change
- AI will refuse coop wars, giving/taking Open Borders and third party war bribery from players who it guesses to have the HOSTILE or WAR approaches towards them, to avoid falling into traps
- AI will also refuse these requests from players who have backstabbed them or broken a promise not to attack them, for the same reason
- If "Disable Victory Competition" is enabled or you've resurrected them, AIs will no longer refuse to take your Open Borders for Tourism reasons
- Added functionality for the AI to calculate how much GPT will be lost if war is declared (still WIP, not used yet)
- If AI has no cities but is still alive (Complete Kills setting), and it somehow captures a city, it will not liberate that city, no matter how many diplo bonuses it would get from doing so :)
- Tweaked reckless expander penalty: won't apply unless you have more cities than the AI. Also, if a City-State has 2+ cities they will count towards the global average
ilteroi's improvements (not my doing, but worth mentioning)
- Improved AI strength assessments of other players
- Fixed AI not targeting Barbarian cities
Other
- AI should no longer get a Production discount on projects like the Apollo Program
- Spies should no longer consider Public Works or any custom repeatable project intrigue-worthy (repeatable projects are not noteworthy constructions)
Also, it's only been 10 days. There's still plenty to try out this patch. This is only the 2nd weekend with this latest update; it would be good sense to wait for a few more peoples' playthrough reportsI have no idea when the next version will come out. I know G's been busy with work, so I don't know what kind of timeline you're looking at.
Resurrecting a civ will get you a permanent +200 opinion bonus with them and clear all previous negative penalties. They also will get an approach bonus and will tend to be more cooperative with you (I added code a few versions ago so they won't send you insults and will automatically agree to things like not converting your cities, for instance).
Liberating AI cities gets you a +30/+50/+60 opinion bonus with that AI for liberating 1/2/3+ cities. The bonus is set to zero if you declare war on them (DP doesn't count). Otherwise, if you haven't liberated one of their cities for one deal duration (50 turns on standard, I believe) it is halved, and after 2x deal duration it is set to zero, although it doesn't reset the # of cities liberated. Liberating a city resets the timer for the bonus.
Liberating City-States gives you a large Influence boost and all other civs' Influence are set to zero.
Liberating AI cities (civ or City-State) will not currently get you diplo bonuses with other AIs besides the liberated civ, although liberation (depending on the size of the city and some other factors) will reduce your warmonger amount.
I have no idea when the next version will come out. I know G's been busy with work, so I don't know what kind of timeline you're looking at.
I'm happy you're looking forward to the new diplo fixes, but don't get too excited yet. First, the new settings I'm working on are experimental and may need bugfixing, and second, I still have work to do re: backstabbing penalties, military posture calculation and warmongering; my planned changes there are not done yet.
I can give you a "teaser" list of what I've worked on so far, assuming it actually works
Code:Settings - Added "No Victory Competition" setting, when set to 1 it disables the AI's Victory Dispute/Victory Block/Is Close to X Victory changes towards other players - Added "Passive AI (Human Only)" setting, when set to 1 the AI will not initiate any wars involving human players, but humans can still DoW the AI - Added "Passive AI (Global)" setting, when set to 1 the AI will not initiate any wars with other players, including City-States, but humans can still DoW the AI - Passive AI settings will be overridden if humans ask AI teammates to start a coop war - Passive AI settings prevent AIs from asking humans for coop wars or asking/offering third party war to them in trade (humans can still ask this of the AI) - Passive AI settings prevent AIs from pursuing Domination Victories - All of these are experimental, disabled by default and can be modified via one of the text files Fixes - Fixed AI not targeting Barbarian cities (ilteroi's doing, not mine, but worth noting since it affects diplo AI) - Fixed some bugs in the approach calculation - Fixed AI getting mad about Influence competition with their permanent CS allies or those with an Open Door resolution - Fixed AI offering or accepting DoFs with players they're willing to denounce - (Hopefully) fixed AI never keeping its promises not to dig up artifacts - AI will no longer declare war on their own friends/DPs because a human insulted them - Removed opinion penalty for refusing to move your troops when asked - Removed backstabbing penalties between human players in multiplayer - Fixed World Map trade item being greyed out without explanation (hopefully) - Fixed bug where AI teammates would never be willing to start a coop war immediately; now they can if they're bold enough and the target is vulnerable, just like regular AIs - Fixed AI teammates of humans accepting third party war requests/bribes from non-teammates Improvements - Added a temporary opinion penalty for stealing a civ's artifacts, regardless of if a promise is made (can no longer steal one artifact per civ with no penalty); the penalty's magnitude and duration worsens if more artifacts are stolen, and lowers a bit if you make a promise to stop and keep it - Note that the penalty will decay, but cannot fully disappear until the AI has confronted you about the stolen artifacts, unless you're playing in multiplayer or it's a permanent war - AI will refuse to give Open Borders to players who plunder their artifacts, if there are still artifacts for that player to plunder - Maximized AI war desire and tactical aggression if the "Always War" or "Permanent War or Peace" advanced settings are enabled (used in RAS and scenarios) - Increased AI war desire and tactical aggression towards its most threatening enemies and competitors; for instance, the owner of their original capital - AI is slightly more aggressive when backed up by a third party in war (coop war/trade) - AIs who are insulted are more reluctant to declare war on players they're AFRAID of, and more reluctant to DoW if it would also mean DoW'ing powerful neighbors - Added "approach guess" mechanic: AIs will guess other human/AI approaches towards them based on certain actions. Demands, insults and denouncing them will set their approach guess to HOSTILE if it isn't already WAR; if a player's military deployment is extremely threatening or intrigue sharing reveals a civ's war plans, it will be set to WAR. The guess system understands AI players' approach system, so for instance, they will reset guesses for the DECEPTIVE or FRIENDLY approaches if the visible approach of an AI player towards them isn't FRIENDLY. Approach guesses are not permanent and updated every 30 turns or when circumstances change - AI will refuse coop wars, giving/taking Open Borders and third party war bribery from players who it guesses to have the HOSTILE or WAR approaches towards them, to avoid falling into traps - AI will also refuse these requests from players who have backstabbed them or broken a promise not to attack them, for the same reason - If "No Victory Competition" is enabled or you've resurrected them, AIs will no longer refuse to take your Open Borders for Tourism reasons - Added functionality for the AI to calculate how much GPT will be lost if war is declared (still WIP, not used yet) - If AI has no cities but is still alive (Complete Kills setting), and it somehow captures a city, it will not liberate that city, no matter how many diplo bonuses it would get from doing so :) - Tweaked reckless expander penalty: won't apply unless you have more cities than the AI. Also, if a City-State has 2+ cities they will count towards the global average Other - AI should no longer get a Production discount on projects like the Apollo Program - Spies should no longer consider Public Works or any custom repeatable project intrigue-worthy (repeatable projects are not noteworthy constructions)
- Removed opinion penalty for refusing to move your troops when asked
Wow, a great update!
Just making sure I understand this: if the AI asks me to move troops and I say No there is no penalty, but a promise not to attack is generated? (and if I break that promise there are worldwide diplomatic consequences)
Yeah, that's a tough one, but they can be vewy vewy shneaky! I've seen plenty of instances where AI basically decide they're going to insta-build a wonder and completely screw you over, and other times where they will back off and concede; I think it's just situational. I personally use the "Wonder Race" mod (forgot to mention previously in another thread that it's the only other "cheat" mod I use) for two main reasons, one of which others and yourself have already pointed out in that the culture received is so trivial on a loss relative to how many hammers/gold you've used; I get it, but it still sucks. The other reason being the player will always lose a tie-breaker to the AI if both finishing wonders on the same turn. So since I technically have to beat the AI by a turn, and will essentially get nothing if I lose out, I compromise for now by using the mod.
I had a recent Egypt game where multiple AI stole unique burial tomb artifacts shortly after spies came out. It was a definite ouch... Although the AI trade willingness for GWorks was just reduced, it's made theming bonuses a lot harder. Maybe we can nudge it back up a tick?
Feel better, fella.
Also, don't worry, the majority of feedback here (especially mine) is critical/negative, simply because VP is so great and we love it so much that we have to excessively nitpick about the finer details. I assume Zebo has some pretty thick skin by this point through his profession and after having dealt with the likes of Bite, PDan, myself and others over the years .
I certainly hope not -> Wikipedia - ShinglesGAZEBOS DO NOT HAVE SKIN, WE HAVE SHINGLES, GOOD DAY SIR.
G
GAZEBOS DO NOT HAVE SKIN, WE HAVE SHINGLES, GOOD DAY SIR.
G
I'm not sure this has actually happened...stationing a Dromon in a 15 Def city increases the Def by 4 (to 19), while stationing a Composite Bowman or Spearman only increases it by 1 (to 16)...should I file a bug report or am I misunderstanding something here? I'm pretty sure that a couple of versions ago the increase in defensive strength through Land Unit garrisons was greater.Naval Units weaker as garrisons, fixed quirk in code (per @ilteroi)
It's not large at all, especially in later eras. Can you make the amount scale with era?Liberating City-States gives you a large Influence boost and all other civs' Influence are set to zero.
It's not large at all, especially in later eras. Can you make the amount scale with era?
No great works are ever traded. Has anyone seen a single great work up for trade?