Done.I would make a github report to change the wording
But still not sure if it's intended.
Done.I would make a github report to change the wording
did they become a voluntary vassal or capitulate through war?IIRC domination victory was changed back in May to include capitals controlled by vassals. In this game I peace vassaled Poland and capitulated everyone else but did not get a domination victory.
Spoiler Victory Screen :
Am I missing some change since May?
Three questions:
1. It is said that the Community Patch on its own (without VP) has AI improvements. Does that mean The Community Balance Overhaul (VP) has its own new AI changes to accommodate the AI to use all the new units and buildings?
2. The following forum post describes mods integrated with VP (link):
Artificial Unintelligence - Parts of this mod incorporated into VP - do not install it as a stand-alone, as it includes DLL!
Does that mean the Artificial Unintelligence mod is only part of VP (the Community Balance Overhaul) and NOT the Community Patch?
3. Given the confusion above, is the AI in VP better then in the base Community Patch without VP? Or is the AI exactly the same?
I mentioned it in the post, one was voluntarydid they become a voluntary vassal or capitulate through war?
I believe voluntary doesn't count for domination, they are effectively just asking for your protection, you haven't really conquered them. At least that's the idea.I mentioned it in the post, one was voluntary
Well, I don't know how do you want to achieve that (touch the code directly? If with a mod, then with SQL? Or Lua? Both?), but just one example that I'm using in my modmod is that you insert your own "policy" to Policies, then you can update the table with this: CityConnectionTradeRouteGoldModifier = 25 (any positive value increases the 'default') then give that "policy" to the players with Lua.Can anyone tell me how to change the amount of gold that you get from a city connection? Thank you
If you are using VP with EUI, you can mouse over the UI itself, or the terrain the UI goes on, and the techs, buildings, and policies which add to the UI will show up, as well as terrain specific advancements. That's the easiest way to view a UI of a civ you are currently playing in game.Is there an easy way to tell which techs give extra yields to civ's UIs? Having to mouse over each tech looking while not a huge issue is a bit of a pain.
I'm noticing similar in my current game as well, that (some?) AIs are hyper-aggressive toward City-States in order to influence them. I guess it kinda makes sense and good play from my enemy to weaken me like that, but it's getting really tedious to buy/make diplo units every couple of turns and use them. Even more interestingly, their influence often rise up so rapidly without any bonuses (for example religious beliefs), even for a CS that's behind my back and far away from the AI influencing them, that I'd like to have two questions:I have a question about city states friendships/alliances and what I've been encountering lately. I'm stumped. Often, espionage on and off, if I move my attention away from trying to make allies with CS even for a moment, other civilizations run away with it to the point where it becomes impossible for me to catch up. I'm talking about loyalty in the thousands and thousands. Ive noticed this obviously with Austra/Greece the most with their kits, but even non-diplomatic ones. If I have no wonders I'm currently pursuing, I try and grab a diplo wonder here and there, but even when i have multiple cities constantly churning diplo units, it seems like a lost cause. I know I can conquer/vassal the offender but sometimes I cant due to 3-4 defensive pacts the diplo player/s have. I play on Prince, Epic and with 8 random civs max. Any help is appreciated. Thanks.