Marviellac
Chieftain
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. 

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.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.![]()
We had a discussion about it: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?
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';
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.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
If that is true the Great Wall is weaker than I thought it was.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.
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
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?
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.but what is wrong is they should mix them up more.
I know that, & I certainly didn't mind receiving them, but it is luck whether you get a gamechanger like Bowman, which are awesome.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.
That seems obvious, but I'm asking anyway : did you finished barracks or walls the same turn ? Those also increase supply cap.