New Version - August 7th (8-7)

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Having too many cities or bad cities or w/e in a game with a global happiness system like Civ 5 is definitely a bad thing and the ability to gift a city to an AI and have them accept it no questions asked was basically an exploit.

In addition to the diplomatic stuff, buying an embassy from someone does let you know where their capital is, which is nice information to get a sense of the map if you don't know already.

I thought the goal of AI is world domination (victory), isn't it?
I don't need explanation why they won't take my embassy. These rules are fine. But in my opinion, embassy shouldn't be part of city trade or different agreements.

If they won't take an embassy, it usually means they dislike you to the point where they simply don't want to do business with you.
 
Having too many cities or bad cities or w/e in a game with a global happiness system like Civ 5 is definitely a bad thing and the ability to gift a city to an AI and have them accept it no questions asked was basically an exploit.

In addition to the diplomatic stuff, buying an embassy from someone does let you know where their capital is, which is nice information to get a sense of the map if you don't know already.



If they won't take an embassy, it usually means they dislike you to the point where they simply don't want to do business with you.

The point is - i don't want AI to take cities for granted without thinking. It's ok when they think, if it's good for them, or not.
BUT, it's just stupid "bug", that they can't even think about trading cities without embassy. They probably would have accepted this trade as it was in their favor, but they just don't see it, as AI is just computer.
 
The point is - i don't want AI to take cities for granted without thinking. It's ok when they think, if it's good for them, or not.
BUT, it's just stupid "bug", that they can't even think about trading cities without embassy. They probably would have accepted this trade as it was in their favor, but they just don't see it, as AI is just computer.

That's not a bug. They don't want to deal with you because they don't like you.

G
 
That's not a bug. They don't want to deal with you because they don't like you.

G

Imagine this:

1) YOu conquered the city. Capital of nation #2. You made a puppet out of it. Nation #1 conqueres the city of nation #3 and liberates nation #2. Nation #2 hates you as it is. They won't accept embassy. YOu can't give THEIR capital to them back.
2) Nation #1 is enemy of nation #2. Nation #1 wants to conquer capital on nation #2 as it's their holy city. But they can't destroy capitals, so they have to create puppet. So nation #1 did it and now they want to trade this city, to anyone, expect nation #2. Nation #3 always wanted to take this city, but they couldn't do it, as they are lousy at military. Nation #3 doesn't take embassy of nation #1, because they are military monsters. Nation #3 doesn't even know, why nation #1 wants to have their embassy.

So, for me it's bug. It's like AI doesn't even know about this feature, until it's avalible (peace negotiations or stupid embassy). Why can i trade luxury and gold, but can't trade land?
 
Imagine this:

1) YOu conquered the city. Capital of nation #2. You made a puppet out of it. Nation #1 conqueres the city of nation #3 and liberates nation #2. Nation #2 hates you as it is. They won't accept embassy. YOu can't give THEIR capital to them back.
2) Nation #1 is enemy of nation #2. Nation #1 wants to conquer capital on nation #2 as it's their holy city. But they can't destroy capitals, so they have to create puppet. So nation #1 did it and now they want to trade this city, to anyone, expect nation #2. Nation #3 always wanted to take this city, but they couldn't do it, as they are lousy at military. Nation #3 doesn't take embassy of nation #1, because they are military monsters. Nation #3 doesn't even know, why nation #1 wants to have their embassy.

So, for me it's bug. It's like AI doesn't even know about this feature, until it's avalible (peace negotiations or stupid embassy). Why can i trade luxury and gold, but can't trade land?

You can't call something a bug that isn't a bug. The AI doesn't like you. Why should they trust you to trade the city? You could just conquer it back.
 
You can't call something a bug that isn't a bug. The AI doesn't like you. Why should they trust you to trade the city? You could just conquer it back.
I guess, they can do the same without embassy.

Screenshot_7.png
 
So, for me it's bug. It's like AI doesn't even know about this feature, until it's avalible (peace negotiations or stupid embassy). Why can i trade luxury and gold, but can't trade land?

That's not a bug, that's a feature. If you don't have an embassy, you are an "ennemy". You're not at war, but you are on a kind of "ceasefire". Thus, the only exchange you can do are exchange that are reverted at a war declaration : gold per turn and ressources.
For the same reason you cannot use instant gold in trade with non-friends, you cannot use cities in trade with non-friends.
(As a remark, I think you need a declaration of friendship, and not just an embassy, to be able to trade cities, but I may be wrong)
 
I can understand that, but for me the key factor that makes Civ V great is the diplomacy, if I wanted to go all out war during 90% of the game I would probably play AoE II. I prefer to focus on trading and diplomacy on all my matches.
In my last game, only Denmark dared to DoW on me. And his units sunk by the way. I was rather a nice guy all game, and avoided defensive pacts. And tried to keep an updated army. King difficulty.
 
Modpack I made for this Version 2017-8-7, so you can play Multiplayer and/or quickly Load etc.

This is my first Modpack upload but I took my time to get it right, I'm hoping it works well for you guys! <3

Link: https://mega.nz/#!535Unaqa!AExG2_Y-LidGBE8whN_6BC5aHx-zr4xW7ZFbLAt1n7k

Let me know if it works good, I provided a Readme for people who are less experienced with this.

P.S: Making the post in both the "New Version" thread posts and the "DLC Modpack and 43-Civ Version Repository"

Cheers,
 
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he didn't explain well but unhappiness is not that easy to explain.

overall it's a value per habitant. this value is linked to your tech level and the average value in all cities.

Which means that its value change from a game to another and increase with the number of technology.
For example, korea or babylon in the game will naturally increase the illiteracy threshold because they produce more science than the average civ. it works the same for crime and poverty.


If everybody build castle in the world, it increases the defence per habitant needs.

What you have to know is :

Poverty is linked to gold
Illiteracy to science
boredom to culture
Crime to defense

If you increase those stats, you will reduce unhappiness from those sources

Moreover there are buildings to reduce threshold ( arena, barrack, university ,aqueduc for culture/crime/illitery/poverty )which will allows to reduce the NEEDS per habitant on which you have almost no control because it changes from a game to another and over the course of thze game

If AI pick order, you will have a harder time fighting crime.
If AI picked Thrift and spread his religion to another AI ( not you included) it will be harder to fight poverty.

Right, i sort of get it. But here again is the problem: It is mid game, where the lead AI has just researched rifles. I am usually behind by about 20% or so, but still have a great deal of tech and lots of things to build. So i am building like crazy. Every city is churning out buildings, switching to units only when one of the AI's goes hostile. This means that if there had been a problem that was solvable, shouldn't i have solved it? It is not like i ignore sources of unhappiness. If the unhappiness is primarily gold, i build all the money buildings and add villages outside the city, etc.
I even thought i had the thing solved when i switched my civ to polynesia and soaked up those free easy luxs' ....but after one war, where i was still friends with most of them and trading luxs' like crazy, i was still fighting to stay above -5 unnhappiness!!! I even managed to build a few wonders, even though the runaway civ in the lead (Ethiopia or Askia usually, by the way) was building the vast majority before any of the rest of us could ever catch up.
Really not sure what to do. Is there some setting in immortal and deity that is just jiggered way off base? Do other people play test this?
I am on Pangea, huge, immortal, legendary start, 9 civs.
 
The way that Happiness works in VP does kind of make it unfair on higher difficulties since all the happiness requirements are based on what other players are doing, and higher difficulty simply means that the other players are capable of doing more than you. You may need to focus more on stuff like religious beliefs/buildings and wonders to reduce unhappiness.

Also, to put it simply, Immortal and Deity in VP are really hard. If you're new to the mod and used to playing Immortal or Deity in regular BNW I would strongly recommend going down to around Prince or King and working your way up from there. The bonuses the AI players get are actually a lot smaller on each difficulty but the AI itself is much more competent and less exploitable.
 
Really not sure what to do. Is there some setting in immortal and deity that is just jiggered way off base? Do other people play test this?
I am on Pangea, huge, immortal, legendary start, 9 civs.
There are most likely a lot of small things you can do which will add up to make a big difference. Several people can compete and win on Deity, it just takes experience
 
Right, i sort of get it. But here again is the problem: It is mid game, where the lead AI has just researched rifles. I am usually behind by about 20% or so, but still have a great deal of tech and lots of things to build. So i am building like crazy. Every city is churning out buildings, switching to units only when one of the AI's goes hostile. This means that if there had been a problem that was solvable, shouldn't i have solved it? It is not like i ignore sources of unhappiness. If the unhappiness is primarily gold, i build all the money buildings and add villages outside the city, etc.
I even thought i had the thing solved when i switched my civ to polynesia and soaked up those free easy luxs' ....but after one war, where i was still friends with most of them and trading luxs' like crazy, i was still fighting to stay above -5 unnhappiness!!! I even managed to build a few wonders, even though the runaway civ in the lead (Ethiopia or Askia usually, by the way) was building the vast majority before any of the rest of us could ever catch up.
Really not sure what to do. Is there some setting in immortal and deity that is just jiggered way off base? Do other people play test this?
I am on Pangea, huge, immortal, legendary start, 9 civs.
Don't be that bothered by unhappiness. As ElliotS likes to say, it's just a number. You'll be losing gold, some production and will be risking some rebels fight, that's all.
If you plan on doing something that brings lots of unhappiness, look for something that yields the same happiness in return (Any policy giving happiness for a building is nice for expansive playing). You may as well contain your population growth and/or delay a little your tech progress while you build the infrastructure.
 
Not sure if there's been any changes to this in the 16/8 version, but in this one (just finishing up a game) I've been noticing some...odd behaviour from the AI regarding inquisitors - here's a screenshot of a non-founder Rome with two inquisitors from two different religions, one in each city, with the other two cities lacking a majority religion. In general I can't figure out the logic behind the non-founder AI's decision when to create&use missionaries and inquisitors. Does anyone know how&when they decide on that?
 

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I find AI civs are declaring war and then they are not really attacking. They are huddling their land based units on the water around their cities and I just pick them off like sitting ducks with my Ships of the Line. Is this a bug? Why are their units just sitting there? They move around like musical chairs but aren't doing much of anything. Thanks for any help. Playing on Steam.
 
Not sure if there's been any changes to this in the 16/8 version, but in this one (just finishing up a game) I've been noticing some...odd behaviour from the AI regarding inquisitors - here's a screenshot of a non-founder Rome with two inquisitors from two different religions, one in each city, with the other two cities lacking a majority religion. In general I can't figure out the logic behind the non-founder AI's decision when to create&use missionaries and inquisitors. Does anyone know how&when they decide on that?
He might have captured one of them
 
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