Quick Questions / Quick Answers

It shouldn't be often afaik, but the AI has been recently changed so that it is possible. From the 4/14 changelog:

Code:
    WC Proposal Logic:
        No randomness in voting or proposal choices
        Updated estimates of what proposals will help/hurt a Civ in general
        Earlier recognition of Tourism and Diplomatic victory progress and which proposals can help
        Civs will estimate which proposals other Civs like/dislike and then either help/hinder them depending on relationship and victory competitiveness. They may even help you win if they like you enough!
        Vassals use same logic but are likely to help their master if they like them.
        Special Sessions (Host and Diplomatic Victory Votes):

        AI Voting for another player is dictated by high congress 'alignment'. Alignment is mostly dictated by congress voting history, shared religion/ideology and war history. Vassals/Liberated Civs will have high alignment if they like their master.
        Vote numbers are also important (the more votes you have compared to them the more likely they are to vote for you)
        Receiving extra votes for Diplomatic Victory is less likely than for host
 
It shouldn't be often afaik, but the AI has been recently changed so that it is possible. From the 4/14 changelog:

Code:
    WC Proposal Logic:
        No randomness in voting or proposal choices
        Updated estimates of what proposals will help/hurt a Civ in general
        Earlier recognition of Tourism and Diplomatic victory progress and which proposals can help
        Civs will estimate which proposals other Civs like/dislike and then either help/hinder them depending on relationship and victory competitiveness. They may even help you win if they like you enough!
        Vassals use same logic but are likely to help their master if they like them.
        Special Sessions (Host and Diplomatic Victory Votes):

        AI Voting for another player is dictated by high congress 'alignment'. Alignment is mostly dictated by congress voting history, shared religion/ideology and war history. Vassals/Liberated Civs will have high alignment if they like their master.
        Vote numbers are also important (the more votes you have compared to them the more likely they are to vote for you)
        Receiving extra votes for Diplomatic Victory is less likely than for host

Yep, so definately give feedback. There are two scenarios where it would make sense to me:

1) Aztec being the eternal brother of Indonesia, they have loved, laughed, spilled blood together, they would die for each other!
2) Indonesia buying the votes from Aztec (which should be expensive). You could probably tell this by seeing how many votes Indonesia got from Aztec. If its a small handful,probably a vote buy. If its all of them, its the first scenario.

If its not in those scenarios than it should definately get a tweak.
 
Quick question- do sphere of influences have a different look then normal- I thought they used to but I just got one and everything looks the same? I was always the ally but it still says my influence will decline? WC shows me with the sphere- I'm on 7/1 version.
 
Quick question- what's the reason between AI vassalage ? I thought it is OK for the vassalage between high score civs and low score civs. But I found sometimes the vassalage between 1st and 2nd score civ, without war or boarder contact.
 
Quick question- what's the reason between AI vassalage ? I thought it is OK for the vassalage between high score civs and low score civs. But I found sometimes the vassalage between 1st and 2nd score civ, without war or boarder contact.
Please play on the latest version.
 
Yep, so definately give feedback. There are two scenarios where it would make sense to me:

1) Aztec being the eternal brother of Indonesia, they have loved, laughed, spilled blood together, they would die for each other!
2) Indonesia buying the votes from Aztec (which should be expensive). You could probably tell this by seeing how many votes Indonesia got from Aztec. If its a small handful,probably a vote buy. If its all of them, its the first scenario.

If its not in those scenarios than it should definately get a tweak.
Looking back, it seems that it was most likely scenario 1: they were defensive allies for the most part of the game, had a declaration of friendship, and were fighting in two wars together against Spain and Russia. So fair play to them and Indonesia I guess.
 
It is new beta version (8/19) and map communitu_79a, no other mods, Emperor, standard.
I've never seen that behaviour in the latest versions... Maybe it's worth to report it on Github.
 
I have seen that behavior. You can disable voluntary vassalage in DiploAIOptions. It should 100% be disabled by default as I repeat every time I talk about it like Cato
 
I've never seen that behaviour in the latest versions... Maybe it's worth to report it on Github.

Please do report it on Github! It's fixable, but I need a loadable savegame to solve the issue.

I have seen that behavior. You can disable voluntary vassalage in DiploAIOptions. It should 100% be disabled by default as I repeat every time I talk about it like Cato

The option is there for those who want it, although I'd personally prefer to fix it than disable it.
 
So does this mean he's being deceptive, or is this just a throwaway line of dialogue? (He said this in response to me asking him to move his troops.)

Spoiler :
dXxXTyS.jpeg
 
So does this mean he's being deceptive, or is this just a throwaway line of dialogue? (He said this in response to me asking him to move his troops.)

Spoiler :
dXxXTyS.jpeg

It's a bug, but I'm not sure what it means. Could just be a wrong text key error.
 
Quick question - what does the fourth option in the "Ice Age" event do?

Spoiler Full Text :

<!-- Ice Age -->
<Row Tag="TXT_KEY_PLAYER_EVENT_ICE_AGE_DESCRIPTION">
<Text>Ice age!</Text>
</Row>
<Row Tag="TXT_KEY_PLAYER_EVENT_ICE_AGE_HELP">
<Text>A sudden drop in average temperatures can only mean one thing: a small ice age! How should we prepare?</Text>
</Row>

<Row Tag="TXT_KEY_PLAYER_EVENT_ICE_AGE_CHOICE_1">
<Text>People should stay indoors, even if that means less commerce.</Text>
</Row>
<Row Tag="TXT_KEY_PLAYER_EVENT_ICE_AGE_CHOICE_1_HELP">
<Text>-2 [ICON_GOLD] Gold in all Cities for {4_Turns}.</Text>
</Row>
<Row Tag="TXT_KEY_PLAYER_EVENT_ICE_AGE_CHOICE_2">
<Text>Take fuel from our industries and distribute it to the poor and needy.</Text>
</Row>
<Row Tag="TXT_KEY_PLAYER_EVENT_ICE_AGE_CHOICE_2_HELP">
<Text>-2 [ICON_PRODUCTION] Production in all Cities for {4_Turns}.</Text>
</Row>
<Row Tag="TXT_KEY_PLAYER_EVENT_ICE_AGE_CHOICE_3">
<Text>Trains and steam power make us immune to the cold.</Text>
</Row>
<Row Tag="TXT_KEY_PLAYER_EVENT_ICE_AGE_CHOICE_3_HELP">
<Text>No negative effect.</Text>
</Row>
<Row Tag="TXT_KEY_PLAYER_EVENT_ICE_AGE_CHOICE_4">
<Text>Let's deal with problems as they arise.</Text>
</Row>
<Row Tag="TXT_KEY_PLAYER_EVENT_ICE_AGE_CHOICE_4_HELP">
<Text>Expect the cold to cause problems in our Cities.</Text>
</Row>
 
He declared war a couple dozen turns later, so.

That message is actually disabled, so it's very strange that it showed up at all. I'll have to find out what caused that.
 
Quick question - what does the fourth option in the "Ice Age" event do?

"Let's deal with problems as they arise" - "Expect the cold to cause problems in our Cities."

It activates a number of other negative city-type events - typically their effect is more severe on cities where they occur than the other choices in the Ice Age event (but those impact all cities).

Also, note that Ice Age is a global event - all players are affected simultaneously.
 
So what's the deal with air units now? They don't upgrade and older versions are still able to be built when new ones come online?
 
What units are not upgrading? For the second part, stealth bombers intentionally do not obsolete heavy bombers due to different resource requirements.
 
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