So another good reason to implement casus belly from Civ6.Personally, this should be good reason to start a war, but if you do you are the agressor.
Cool idea! Why notI personally think spies should have lot more levels
So another good reason to implement casus belly from Civ6.Personally, this should be good reason to start a war, but if you do you are the agressor.
Cool idea! Why notI personally think spies should have lot more levels
Very interesting take. If I play on immortal where my Civ in the top 3 a lot of the game, spies don’t bother me too much. If I play Emperor where I’m the leader for sometimes a lot of the game, spies don’t bother me too much either…I find the whole thing annoying. If you are doing well or hated, everyone comes after you, either stealing or worse casuing damage to youe cities, & there is nothing you can do about it. Obtain all the spy buildings, put spies in your cities. None of it works. Even if you catch one, they are back in goes as just get another spy. This is even so playing England. Personally, this should be good reason to start a war, but if you do you are the agressor. I just constantly war them & teach them a lesson.
The CS shenanigans is still overpowered despite needing two goes now, & soon control them.
I expect alot of people like playing on higher levels where they are behind, & if you do that, the AI is unlikley to go after you, so don't notice the problems as much. Why should you be disadavantaged because you are doing well. No, it is far better in an enjoyable sense to just drop espionage completely. Shame really. I personally think spies should have lot more levels of experince, & only be able to do the most powerful decisions when they have them most experience. So if you lose a spy, a new one would take ages to get the expereince to cause lots of damage. England is handicapped by the lack of levels.
Yeah- but I was pretty much enjoying it the whole game until the very end- and even then it did present me with some unique challenges which varied my game play somewhat - which is usually what I'm looking for with my games- i just think the spy resistance calculation is not working- so the protection from the buildings was not there( at least that is what it looked like to me from the spy resistance screens) - I mean your spy resistance does reset to max after an event but then goes quickly down with big cities/ and trade routes/ and unhappiness even with a counter spy so the foreign spies can steal quicker-- but even then I was still killing a few spies which is very, very enjoyable.......Do what I do & just turn espionage off. Makes the game so much nicer. Spying hasn't worked for a long time properly.
I think we should let envoys help catch spies... if you're being dogpiled with spies, park stack of envoys in defensive capacity in vulnerable city to up the counter-espionage values. Pretty sure one of the past civ titles did things this way, can't recall which.If you are doing well or hated, everyone comes after you, either stealing or worse casuing damage to youe cities, & there is nothing you can do about it. Obtain all the spy buildings, put spies in your cities. None of it works. Even if you catch one, they are back in goes as just get another spy.
My merge might be caused some problems with the load order, I have to check that.Do you, like me, have a problem with the Icon promotions of diplomatic units?
Icons are no longer the correct ones on version 3.7.8.
View attachment 668116
Do you want an issue in Github?My merge might be caused some problems with the load order, I have to check that.
Already made a PR to fix this.Do you want an issue in Github?
Yes, it is a bug. Hopefully it will be solved in the next version. I don't know if a bug report have already been filled in github, thought.I can easily heavy tribute CS every single turn, surely a bug right ?
- Fixed being able to demand tribute from City-States every turn
- Fixed crashes & issues related to Promotion Icons merge
- Deal AI Bugfixes
Fixed AI offers having incorrect texts
Fixed trade items of the human player being changed when asking the AI to equalize a deal
Fixed the AI ignoring trade restrictions (for example the no permanent/temporary trade restriction) when adding items to an offer, which caused a lot of AI offers not to be made
Fixed valuation of deal items not being updated after a completed deal while staying in the trade menu
The value of each strategic resource item is now always a multiple of the value of 1 GPT.
- This fixes getting a different total amount of gold when splitting up a deal into multiple parts.
- It also fixes the AI not being able to make offers sometimes (for example when an item was valued at 1.5 GPT).
- Improvements to the City Governor
City Governor now values Culture and Science yields slightly higher than Production and Gold yields
City Governor more likely to assign Artist/Writer/Musician specialists
City Governor properly takes into account food consumption of specialists
City Governor properly takes into account urbanization caused by specialists and its effect on local and global happiness levels
If "Avoid Growth" is activated, the City Governor no longer attempts to have a food surplus in the city
- Tactical AI improvements
Smarter unit choices
Garrisons should not withdraw before attacks
Combat simulator now has more elaborate detection for duplicate positions, skips blocked moves earlier
Adjusted combat simulator XML values in DifficultyMod.xml
Added additional logging
- Updated Communitas map with latest AssignStartingPlots changes
- Fixed a bug in CanTrainCity where it was reporting false positives on Lua due to inconsistent return statements
- Fixed Vassal Overview display bug for human vassals
- Added Civ Start Biases to the Civilopedia
- Added IsAnnexedCityStatesGiveYields LUA method
- Text fixes
- Code cleanup
- Improvements to the City Governor
- In the trade screen, items that the AI considers "IMPOSSIBLE!" are now highlighted in red (thanks, axatin!)
- Tactical AI adjustments to account for naval combat edge cases
- Fixed a crash caused by the new city governor changes
- Fixed not being able to buy repeal votes in the trade screen
- Adjusted Diplo AI "close to victory" thresholds that trigger endgame aggression boost
Close to Diplo Victory: 75% -> 55%
Close to Culture Victory: 75% -> 60%
For an explanation of how these values are calculated, see the Guide to Victory Competition (Vox Populi Diplomacy Guides thread)
Also noticed the start bias boxes appearing everywhereI updated mid game and was playing Norway- and it changed my all my Knarr( unique Norway ship unit) to snipers ( not sure where this came from) lol. Does anyone know if this can be easily fixed are what that fix would be. I'm also using enhance naval warfare and 4UC and azum4roll tweaks.
Or if it doesn't have an easy fix is it ok to start a new game playing Norway or would this change most likely follow it ( Knarr to Sniper).