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Quick Answers / 'Newbie' Questions

How me offer Permanent Alliance Treaty? I see only is Defensive Pact there is. Sori, I speak english littel.:)

Alliance pact is only possible when the according option is selected in a custom scenario menu. This of course can be abuesd by the player as the victory conditions are closely tied by that pact :D
 
How me offer Permanent Alliance Treaty? I see only is Defensive Pact there is. Sori, I speak english littel.:)
What happened to your English all of a sudden?
 
Well if it wasn't coded it could hardly be a part of the game, wouldn't it? :) City trade per se is actually non-existent: you cannot sell a city to an AI for gold, nor can you buy one, but you can gift a site under certain circumstances, or the AI may offer you a city as a "sign of respect" (a city that either has no culture in it or has more of your culture than his) or offer it as part of a peace deal.

City trade was completely disabled due to CivIII showing too much abuses out of this mechanics.
The "Sign of Respect" city gift is in fact a city liberation adapted by devs to polish even more the "no more AI settling through my empire".
That was covered and will come back on this later. :hmm:

The other aspect is indeed peace deals enable city "tribute" and that's the limiting factor; it is virtually impossible to beat down an AI so the said AI will give you a big city of his with plenty of his culture already in it.
Yes, I have crossed path with the code part that deals how the AI value their cities and perhaps will come back on this subject later. I clearly remember owned culture is a big factor and that explains why sometimes AI does really give tribute of a city, but not theirs (a captured one recently).

In a nutshell, this post was worth peanuts. :Hmm:
 
<Gives peanuts to Tachy> Good parrot ! ^^ <Offers Alliance> :mischief:
 
Sisiutil, you know what's a damn Content Staff?
Well, we're supposed to assist the mods by tidying up and maintaining the War Academy, for the most part.
 
Well, we're supposed to assist the mods by tidying up and maintaining the War Academy, for the most part.

:lol: Ok, I think that bolded part bears some meaning.

Thanks.

Oh wait, can't everyone already edit those articles?

Spoiler :
I really should edit that part about vassal mechanics where first resource demand is free from refusal...that's 100% wrong. :P
 
<Gives peanuts to Tachy> Good parrot ! ^^ <Offers Alliance> :mischief:

Transforms into a neolithic big parrot and tears your face up and then eats it.
Never underestimate ancient times deadly parrots.

Am I not supposed to be that damn parrot in God-Emperor mod he was playing with?
 
That alliance treaty is called permanent alliance (PA). It is a valid option only when you enable it via custom game. What it does is to allow promiscuity between nations and bed sharing.
How to approach another leader so to get this level of trust: share 40 turns of defensive pact or shared war.

And I say again OR.
Example: 16 turns of defensive pact+24 turns of shared wars=weddings.
Gamespeed is irrelevant because devs were too lazy to scale everything up.
 
Unfortunately, Tachoe the parrot is dead.:(

As you said earlier, I'm seeing somewhere in the tech tree that a certain tech allows "Alliance Treaty". Or is it really under "custom settings"?:confused:

(Communism >?) Yes it is. You can never ally with AI unless You "check" that option in the game settings earlier ;)

You can not ally with Tachy eaither since he seems impartial :lol:
 
Question!

How does WFYABTA work? I played a game where the AI had 5 techs in the trade table and I had none. What's up with that?

Spoiler :
attachment.php


EDIT: Also, is there a Rhye's and Fall Civ IV Vanilla Mac-compatible mod?
 

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Question!

How does WFYABTA work? I played a game where the AI had 5 techs in the trade table and I had none. What's up with that?

Spoiler :
attachment.php
Every AI has a tech limit towards all other players, meaning they would track the number of techs you get from anyone else and refuse to trade with you as soon as it is equal or more than their limit. You can find the default values in the CIV4LeaderHeadInfos.xml file (iNoTechTradeThreshold). Over time, the AI will randomly "forget" and might trade again. (They would also track the tech trades of other AIs so they might refuse them for the same reason as well.) Also, if you enter a new era they will "forget" one of the techs you traded.
 
Every AI has a tech limit towards all other players, meaning they would track the number of techs you get from anyone else and refuse to trade with you as soon as it is equal or more than their limit. You can find the default values in the CIV4LeaderHeadInfos.xml file (iNoTechTradeThreshold). Over time, the AI will randomly "forget" and might trade again. (They would also track the tech trades of other AIs so they might refuse them for the same reason as well.) Also, if you enter a new era they will "forget" one of the techs you traded.

Really nice replying.

Lemme add the reason of WFYABTA was a anti-human implementation from the devs who saw the great abuses done in CivIII.
Second point, the rate of forgetting is 5% a turn IIRC.
Third point, the tech count (that is the measure of WFYABTA) for a certain AI is done once you meet him/her. Thus, tech trades done on a continent pre-caravel won't affect AI's on the other continent.
Lastly, those numbers <iNoTechTradeThreshold> are references/weighs for differentiating leaders in taste, but not the real tech count. The real tech count is calculated along the difficulty level you are playing on. And it is in the SDK, that is inside CvGameCore.dll (uncompiled version has a folder with the same name, courtesy of Firaxis who helped out modders to create CIV offsprings).
 
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