Quick Questions / Quick Answers

Do you ever make use of the 'build factories in half the usual time' in the Workers' Faculties (Order) policy? I always have all my factories built long time before this in an option. :confused:
 
Do you ever make use of the 'build factories in half the usual time' in the Workers' Faculties (Order) policy? I always have all my factories built long time before this in an option. :confused:
There are a few of them. It is like the Fealty policy to build Castles & Armories in half the time. Normally I have already built them, well certainly the armories.
 
Tried to go for diplo victory as Austria. Game went reasonable well (mostly friendly from AI) but went worse when I got few marriages with CS. Despite having relatively strong army (near the cap) my direct neighbours (Polynesia, Maya and Sweden) simultaneously declared war on me. Defending from 3 sides was nearly impossible. So I have 2 questions:

1) Is this typical game case as Austria? Most of the game game is peaceful with many CIVs as friends but when you are getting more and more marriages everyone seems to be guarded/hostile?
2) Are there any benefits of being Vassal as player to the AI to win certain games (I mean diplo/cultural/scientific) victory? Is it doable in such situation?
 
Tried to go for diplo victory as Austria. Game went reasonable well (mostly friendly from AI) but went worse when I got few marriages with CS. Despite having relatively strong army (near the cap) my direct neighbours (Polynesia, Maya and Sweden) simultaneously declared war on me. Defending from 3 sides was nearly impossible. So I have 2 questions:

1) Is this typical game case as Austria? Most of the game game is peaceful with many CIVs as friends but when you are getting more and more marriages everyone seems to be guarded/hostile?
2) Are there any benefits of being Vassal as player to the AI to win certain games (I mean diplo/cultural/scientific) victory? Is it doable in such situation?
We had a discussion about it:

Not sure where to post this but in my first v3 game now, things were going smoothly but now I reached that dreaded point were the whole world previous best buddies with me for all of the game just turns on me. 2 declare war, the others are hostile suddenly. I'm 3rd military wise so not that bad and ahead in tech.

There was really no actions from my side triggering that. It kind of enforces my sentiment that it is pointless playing a peacful game. you will end up in wars either way and better to have the policies, army with experience and production to win them. And an unused army is kind of a wasted army. The "ganing up" is kind of an unfun mechanic really. I'm not even close to winning so that can't count either.

It's probably because of late game competitiveness of AI which can be turned off to make relations more natural.

The thing is I'm very often best buddies with my neigbhors until usually all of the AIs turn on me at once, usually around modern era.

Is this in the setting in the UI or in SQL?

For sure it's in SQL. It's also in UI or planned to be there.

Go to MODS folder, (1)Community Patch, Core Files, Core Changes, and select DiploAIOptions.sql

-- [DISABLE ENDGAME AGGRESSION BOOST]
-- If set to 1, AI civilizations will not receive the large late-game aggression boost towards players that are close to victory.
-- Bonuses/penalties for general victory competition will continue to apply.
-- NOTE: If Victory Competition is disabled, this does nothing.
INSERT INTO Defines (Name, Value)
SELECT 'DIPLOAI_DISABLE_ENDGAME_AGGRESSION', '0';

Set this to 1. I'd also turn off War Bribes:

-- [DISABLE WAR BRIBES]
-- If set to 1, AI civilizations are unable to bribe other AI civilizations into declaring war, but they can still bribe (and be bribed) by humans.
-- If set to 2, the option to bribe another AI civilization into declaring war on a third party is removed globally.
-- War bribes between human players are unaffected by this setting.
INSERT INTO Defines (Name, Value)
SELECT 'DIPLOAI_DISABLE_WAR_BRIBES', '0';

Set this to either 1 or 2. Maybe even disable coop wars too!

-- [DISABLE COOP WAR REQUESTS]
-- If set to 1, AI civilizations will not request that friends join them in a cooperative war against other players.
-- This does not affect offers in the Trade screen to declare war on a third party.
-- Humans can still request that AI friends join them in a cooperative war.
INSERT INTO Defines (Name, Value)
SELECT 'DIPLOAI_DISABLE_COOP_WAR_REQUESTS', '0';


And actually if you do want to play a completely peaceful game there is also a setting in there for that too:

-- [PASSIVE MODE]
-- If set to 1, AI civilizations will never declare war on human players. They also won't attempt Domination Victories, unless they can win one without declaring war on a human.
-- If set to 2, AI civilizations will never declare war on any other civilizations or City-States. They also won't attempt Domination Victories, unless they can win one without declaring war.
-- Humans can still declare war on AI players, and AI players already at war will still fight their opponents.
INSERT INTO Defines (Name, Value)
SELECT 'DIPLOAI_PASSIVE_MODE', '0';
 
Thank you, will try this option!

Edit. Quick question. If I change the values in SQL file should I start a new game or can I just load my current games as Austria for example ~100 turns before? Will the changes affect also this game? Would like to test it out
 
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Just ask a question about explorers & their abilities. I have two explorers promoted up from the beginning, who now also have no terrain cost to their modifiers as per Explorers. I was at war with Germany though no where near, & decided to destroy his stategic resources. Germany has The Great Wall limiting movement, so was not surprised when entering his territory to stop straight away. Then next turn, I had the weird experience of being able to trample through his lands as per normal as an explorer. The question I am asking is this correct & just applys to scout line or not. Seems a bit strange to be limited getting in, but once there no restriction regarding. the Great Wall
 
Just ask a question about explorers & their abilities. I have two explorers promoted up from the beginning, who now also have no terrain cost to their modifiers as per Explorers. I was at war with Germany though no where near, & decided to destroy his stategic resources. Germany has The Great Wall limiting movement, so was not surprised when entering his territory to stop straight away. Then next turn, I had the weird experience of being able to trample through his lands as per normal as an explorer. The question I am asking is this correct & just applys to scout line or not. Seems a bit strange to be limited getting in, but once there no restriction regarding. the Great Wall
I think that is applied to all unit (even civilian) you lose all movement only to enter. Then you are beyond the Great Wall and have normal movement.
 
Pretty sure this is working as intended. The Ostrog (Russia's UB) does have the +1 movement cost per tile.
 
Hi, I want to know if the following is intended behaviour.
If I join an AI's request to go to war with another Civ they become allies with city states that border my empire. I have had it happen twice in one game and each time I reloaded prior turn to see if the target Civ was in reach of becoming the city states ally (by gifting a unit or improving resource or completing a quest). This wasn't the case either time, and the second time it happened I had vision on the city state so no envoy could reach the city state.
Both times the amount of influence that the target Civ gained over the city state was 75 influence, turn 132/425AD on standard speed being the second time it happened the prior instance was classical era.
Is there a mechanic somewhere in the game where AI targets of a dual war will just get a bonus influence buff to neighbouring city states? It's annoying and immersion breaking to deal with but if its intended as a matter of balance then I'll at least know to play around it
thanks in advance for your time
 
Hi, I want to know if the following is intended behaviour.
If I join an AI's request to go to war with another Civ they become allies with city states that border my empire. I have had it happen twice in one game and each time I reloaded prior turn to see if the target Civ was in reach of becoming the city states ally (by gifting a unit or improving resource or completing a quest). This wasn't the case either time, and the second time it happened I had vision on the city state so no envoy could reach the city state.
Both times the amount of influence that the target Civ gained over the city state was 75 influence, turn 132/425AD on standard speed being the second time it happened the prior instance was classical era.
Is there a mechanic somewhere in the game where AI targets of a dual war will just get a bonus influence buff to neighbouring city states? It's annoying and immersion breaking to deal with but if its intended as a matter of balance then I'll at least know to play around it
thanks in advance for your time

Just today I ran into the same problem - the city-state instantly becomes an ally of my opponent. And I think I understand why.

1) Demanded tribute from Milan.
2) About 10 turns have passed.
3) I declare war to the France and Milan becomes an ally of France on the same turn - I see 174 influence (and the contender had a maximum of 5). I already wrote about incorrect doubled influence points on github.
4) If you do not declare war, then they do not become allies.
5) If you demand tribute and declare war on France on the same turn (without a pause), then they also do not become allies.

The decision came from an unexpected direction. France demanded tribute from Quebec and the city-state offered me the quest 'Declare war on France' with a reward of 1 happiness in the capital and about 75 influence, which in the early game will make us allies for sure.

The quest probably doesn't work correctly and is triggered simply by the fact of the state of war, regardless of who was the initiator.

Spoiler :

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I miss the old Spain. I want to modify the game file to change the current Spain to the old one, not caring about game balance. Can anyone give me direction to do so?
 
Polynesia had attacked me with a bunch of Landsknecht in the Medieval Age. The pedia page suggests it is German UU. How this could happen? A quest?
 
Polynesia had attacked me with a bunch of Landsknecht in the Medieval Age. The pedia page suggests it is German UU. How this could happen? A quest?

It can. I expect it was friendly with milartry CS, & Germany wasn't in the game. Happened to me as England. Babylon wasn't in game, & kept getting sent Bowman. Built up an army of them, & were awesome with their promotions.

It has been the case for a long while that CS can send specialist units from civs not in current game, but what is wrong is they should mix them up more.
 
but what is wrong is they should mix them up more.
Each militaristic CS has a single UU that it will gift you while you are allied with them, you have researched its prereq tech, and not its obsolete tech. It is intended that they send you this unit and only this unit for that time period.
 
Each militaristic CS has a single UU that it will gift you while you are allied with them, you have researched its prereq tech, and not its obsolete tech. It is intended that they send you this unit and only this unit for that time period.
I know that, & I certainly didn't mind receiving them, but it is luck whether you get a gamechanger like Bowman, which are awesome.
 
Received a unit as a gift from a military city-state at 8/8 units/supply and became 9.9. The population at that moment did not increase, the technology did not open. At the time of gifting, does the military city-state also increase the limit if I have already reached the limit? With something like 11/15, the limit did not rise, it became 12/15.

If the limit goes up, then making friends becomes very profitable in the early game.
 
That seems obvious, but I'm asking anyway : did you finished barracks or walls the same turn ? Those also increase supply cap.
 
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