New Version - 3.7.12 (August 4, 2023)

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Speaking of excess strategics... :nuke: (Taken on turn 360 from v3.5)

Spoiler Uranium Price :


Screenshot (75)q.jpg

 
Does this version fix customized Great General/Admiral can't be spawned?

If it doesn't, can anyone provide a guide how to fix it?

Thanks
 
But does he like you?
I don't think it matters.
3 gpt for a strategic is seen by AI as a normal price, regardless of era.
Here's Information era, my old ally:
20230628125624_1.jpg


20230628125619_1.jpg


My friendly vassals give me even less than that.
 
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I think it is fine that the AI values strategic that low. I often find myself with a lot of iron/horse. If the AI value those at 5 or even 10 gpt, that'd be way too high because AI don't often decline trade offers. The AI will always buy your spare strategic from you, making the game very unbalanced in favor of the human player.
 
I think it is fine that the AI values strategic that low. I often find myself with a lot of iron/horse. If the AI value those at 5 or even 10 gpt, that'd be way too high because AI don't often decline trade offers. The AI will always buy your spare strategic from you, making the game very unbalanced in favor of the human player.
If the AI values strategics low, that's fine but then don't ask me for them.

The AI should only be asking me for them if it needs them, and if so, the price should be appropriate for wanting them.
 
When I get CS quest to conquer another CS or ally them both, I usually go for second option. As I find out, first CS that I ally, always gives half of reward. Second CS, it depends on how I become ally to it, if with emissary/envoy then it also gives half of reward. But if you complete another quest and become ally, then you get reward for that quest, but not for allying both CSs.

So I have question - if I have multiple quests from one CS, and complete 2 or more quests in the same turn, will I get reward only for one quest?
 
Version 3.7.4 released. Link in OP has been updated.

Changelog:
Code:
- Fixed bugs with Diplomacy AI's "backstabber flag" incorrectly being called for approach selection, incorrectly being cleared for AI players with Loyalty <= 2 if the *other* player had Loyalty > 2
- Removed minor information cheat where Diplomacy AI would be able to detect a dead player was ingame if they could see a plot adjacent to a conquered city, but not the conquered city itself
- Merged (4a) Promotion Icons for VP mod into (2) Vox Populi - even fewer clicks; thanks N. Core!
- Renamed (4b) UI - Promotion Tree for VP to (4a) UI - Promotion Tree for VP, and also converted it into .civ5proj format (makes it buildable & easier to edit)
- Deleted CargoShipMod.sql from the repository as it was unused and just taking up space

Online as of 3:06 PM CST. Should be savegame compatible with 3.7 versions.
 
Didnt expect Authority > Statecraft Denmark but it was a bit scary I say.
With Aztecs and Zulu non agressive AI's getting curb stomped.
 
Well there could be a (4b), (4c) later on when we want to include some more optional mods.
 
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