The_goggles_do_nothing
Prince
- Joined
- Oct 26, 2021
- Messages
- 476
Will he be able to spam diplomatic actions that he knows will be rejected? You get gold for rejection so you might as well make them as unattractive as possible
We aren't sure the "Trades" ie (I give you this for that) are even a thing in Diplomacy (so far you can propose relationships, cultural boosts, etc.)... you get resources through Trade routes (so if you allow Trade routes they can get any of your Resources)Will he be able to spam diplomatic actions that he knows will be rejected? You get gold for rejection so you might as well make them as unattractive as possible
Penalties may take a variety of different forms. There is cost in terms of Influence, but also potential impact on "Relationship" mentioned in the agendas, and who knows what else.As I understand, there's war support, which is much lower in surprise wars. Not sure if we've seen the effects of low war support, but I assume it's at least lower happiness.
We can argue whether it is does it's job or not, but agendas are a mechanic representation of a leader "personality". Being translated in game terms means it will use game mechanics, but it is supposed to represent what a leader likes and dislikes, and so affects their base view even without counting what you do to them directly.Agenda is a Bonus/Penalty to a game mechanic (Relationship) not behavior.
I’d rather more political philosophers tbh, they make much more sense to me as immortal leaders of societies than random kings who happened to conquer a place, or charismatic queens, etc. - those figures are less inherently interesting, I’d argue, than ideas on the philosophy and use of power. Political philosophy also strikes me as more stimulating material on which to base leaders’ abilities, as perhaps evident by the discussion in this thread.Why? Wouldn’t it be better to use actual leaders and not political philosophers?!?
Agendas are meant to give the AI an overall strategy in diplomacy that plays to their strengths/abilities (ideally), not to just give them flavor or some personality quirk. Of course, some are more effective than others in this, but that is why they’re there.We can argue whether it is does it's job or not, but agendas are a mechanic representation of a leader "personality". Being translated in game terms means it will use game mechanics, but it is supposed to represent what a leader likes and dislikes, and so affects their base view even without counting what you do to them directly.
If the Agendas are going to give them a strategy, then that's what it should be, a behavior modifierI’d rather more political philosophers tbh, they make much more sense to me as immortal leaders of societies than random kings who happened to conquer a place, or charismatic queens, etc. - those figures are less inherently interesting, I’d argue, than ideas on the philosophy and use of power. Political philosophy also strikes me as more stimulating material on which to base leaders’ abilities, as perhaps evident by the discussion in this thread.
Of the two philosophers represented so far, I do wish Confucius had a bit more fleshed out abilities that represented his ideas a bit more, but Machiavelli seems quite interesting indeed.
Agendas are meant to give the AI an overall strategy in diplomacy that plays to their strengths/abilities (ideally), not to just give them flavor or some personality quirk. Of course, some are more effective than others in this, but that is why they’re there.
In civ 6 terms, if Monty, Mansa Musa, and Kristina all had the same approach to diplomacy it would hinder all of them in their games and at the same time make for a rather more boring game.
As a side note, I appreciate that Firaxis makes the agendas obvious because firstly, it potentially gives new players a nudge in the direction of how to approach playing a leader, and secondly, most “power gamer” types prefer to have as many game mechanics out in the open as possible. I’m sure there was debate at Firaxis about whether to keep them hidden or not, which probably led to the random hidden agendas of civ 6 (which I’m not much a fan of).
Just need the audacious side-switching Shawar to complete the trinityNow we need someone to mod in Talleyrand (to the chagrin of Napoleon) and pit them against Machiavelli to see who can backstab the most leaders!
this whole augustus/machiavelli debate does make me a bit sad that we have two leaders from the same small peninsula and that there’s large swaths of the world with no leaders, and some with no leaders OR civsIf the Agendas are going to give them a strategy, then that's what it should be, a behavior modifier
AI Augustus will tend to invest Influence in increasing the Relationship with those with few Towns, and tend to invest Influence in lowering the Relationship with many Towns
AI Machiavelli will tend to invest Influence in improving the Relationship with those at war with civs other than him.
Instead they just give the civ bonuses for doing that (instead of making Gandhi spend more production on nukes, they just give him the nukes for free... which would be fine if the human player got that benefit as well)
"Levy Unit" action is not like with Civ 6. We can select one military unit per this action from CS, and take it permanently.
And now we can give them units to protect themselves, like what we could in Civ 5. But more thankfully, it seems it works not by giving them an actual unit from my troops, but by providing chances to get it from their settlement.Yeah, I do like that it's just one unit. Getting the whole army like in Civ 6 was a bit much. Not all those units were worth getting, and it left your city-state ally denuded of any protection.
It was sad that you could only give land and naval units to city-states in Civ 5. I wanted so badly to wait for the runaway to attack a city-state then give that city-state nukes to defend itself.And now we can give them units to protect themselves, like what we could in Civ 5. But more thankfully, it seems it works not by giving them an actual unit from my troops, but by providing chances to get it from their settlement.
Oh, that's definitely "Self-defense" indeedIt was sad that you could only give land and naval units to city-states in Civ 5. I wanted so badly to wait for the runaway to attack a city-state then give that city-state nukes to defend itself.
Some people just want to watch the world burn.It was sad that you could only give land and naval units to city-states in Civ 5. I wanted so badly to wait for the runaway to attack a city-state then give that city-state nukes to defend itself.
::smiles gandhily evil::Some people just want to watch the world burn.
Well, levying a ship near a vulnerable Treasure fleet will surely be the norm with Machiavel...Machiavelli is going to be the leader that backstabs you to steal your Treasure Fleets