Probably Improved Gameplay Mod

Well, the tweaks to units/buildings/civics/etc would still work. You just wouldn't get the gameplay logic (e.g. scaling) and UI niceties (Advanced Combat Odds).
 
Re: Farms popping resources...

I've seen it happen in my last full game a few times because I went serfdom fairly quickly and had probably more than 50% of my land as flat plains which I then farmed.

It's a nice bonus for cities working a lot of crap farms IMO, but it's a bit unnecessary in already powerful cities (like the capital) I agree. Maybe it would be possible to build in some prerequisite (even if it's just a certain date) before which the mines and farms can't pop anything.

Also, if it were left in, maybe I'll implement a global defines option for it. Not sure whether I'd leave it on or off by default though.
 
Here's something that pisses me off:

Turn 1. AI asks me to join in a War.
Turn 2. AI asks me again to join the same War when I already answered ":):):):) off" the previous turn.
 
Yes. I wish there was an Ignore AI, or ignore offer XX from AI YY.

There are certain ppl that just annoy me, already have -5 modifier and are below my military threshold. They won´t start a war or loose it so i am not interested in trading opening borders, ... But yet i have to click them away every other turn -- and unfortunately miss to realize that it wasn´t Mr Annoying Enemy but Mr. friendly Buddy this time "-1" Relation to a friend.... bc i was annoyed.
 
I did have on my todo list to implement the "cease bothering us" diplomacy option. I think it was written by Afforess for his mod and so it might require permission.
 
I did have on my todo list to implement the "cease bothering us" diplomacy option. I think it was written by Afforess for his mod and so it might require permission.

That would be a change in gameplay though because then you would be immune to all negative modifiers from refusing requests/demands.
 
MA,

Yes, as far as I understand it, it is in fact UG in that it automatically applies those diplo penalties to you. I am pretty sure that most people who want to use such a feature are not too worried about that fact.

If you didn't like it, I guess what you'd be after is more something along the lines of "refuse any and all trades from the leader that don't cause a diplo bonus or hit".
 
Personally I don't want an "ignore" feature, I want the AI requests toned down. I.e. if an AI asks you to declare war and you refuse it should not be able to do that again for the next 10 turns at least. I'm aware that's a gameplay change but it's for the better imho.
 
Personally I don't want an "ignore" feature, I want the AI requests toned down. I.e. if an AI asks you to declare war and you refuse it should not be able to do that again for the next 10 turns at least. I'm aware that's a gameplay change but it's for the better imho.

I've never experienced that by the way, I'm pretty sure a cooldown like that exists. Are you sure it's not just asking to stop trading on one turn, and asking to join the war on the next?
 
No, I'm 100% positive that Catherine asked me to join a war two turns in a row. But I'm not certain if it was the same Civ she asked me to declare on each time though.
 
Well if she's warring with two Civs, neither of which you can afford to piss off, I don't think you should worry about negative diplo with her :D
 
That's an assumption, isn't it? Maybe the mod just prevents the window from appearing, and handles the interaction behind the scenes. :dunno:

I'm not criticizing, it was more of a question that I forgot to word as a question.

MA,

Yes, as far as I understand it, it is in fact UG in that it automatically applies those diplo penalties to you. I am pretty sure that most people who want to use such a feature are not too worried about that fact.

If you didn't like it, I guess what you'd be after is more something along the lines of "refuse any and all trades from the leader that don't cause a diplo bonus or hit".

It would probably be good to have a message whenever a request is auto-ignored so there is still a record of when it's happening, but just a scrolling message and not a pop-up.
 
Is it intended that defensive pacts don't break now?
Even if you declare war, or are attacked, the defensive pact always remains. So if somebody has a defensive pact with 3 others, he can force those 3 to go into war by attacking.

Not saying it's bad, still decideing if I like it or not
 
If you are attacking, the other 3 should not be automatically at war, it's not a defensive war you are fighting.
I think Better AI made some changes to defensive pacts behaviour, which is probably what you mean.
 
If you are attacking, the other 3 should not be automatically at war, it's not a defensive war you are fighting.
I think Better AI made some chagnes to defensive pacts behaviour, which is probably what you mean.

Well with PIG defensive apcts are permanent, and they won't cancel with anything. Well, only if if somebody has 2 defensive pacts with different players and the other 2 get into a war. Then he wil stay with the one his relations are better.

But other than that, I can attack and get all my defensive partners into the war with this mod.
 
That's certainly not an intended change nor one that I would have accidentally made myself. It does sound like you'd best be reporting it to the Better AI team. (trusting Fuyu's intuition)
 
Nevermind, in my mod (which should be almost the same in basic functionality) declaring war cancels defensive pacts, as it should. So this is something else.
So much for my intuition ;)
 
Yeah, I noticed this as well. I was puzzled as to why my defensive pact partner declared with me.... this is kind of a serious issue :(
 
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