Quick Questions / Quick Answers

Sorry if this have been asked.

Did anyone tried the last release (4.18.3) with the following mods?
Do they work?
- (7) VP Community Events (v. 8)
- (9d) Reforestation for VP v.5
- Improved City View (v 20) - this one has not been updated a long time, so I know it is (was) buggy
- InfoAddict (v 22)
- Jarcast's Extraction Outpost (v 2)

Thank you in advance
I have been playing with Community Events, seems to more or less work fine, I mean there are a few things here or there in community events that haven't quite worked right for a long time but the mod seems stable and mostly functional save for a few specific civ events working slightly oddly.
 
I
Sorry if this have been asked.

Did anyone tried the last release (4.18.3) with the following mods?
Do they work?
- (7) VP Community Events (v. 8)
- (9d) Reforestation for VP v.5
- Improved City View (v 20) - this one has not been updated a long time, so I know it is (was) buggy
- InfoAddict (v 22)
- Jarcast's Extraction Outpost (v 2)

Thank you in advance
I'm playing with all except the Extraction mod and have no major issues.

What I know of:
-One function in the Global Relations tab of InfoAddict is bugged though. I believe it's the AI attitudes towards other players. I don't know how to fix it and haven't been able to find help.
-Improved city view has a small glitch with yields numbers being shown to high when e.g. an event adds +1 Culture to Monuments, but it's only visuals - the corrects numbers still apply in the game and can actually also be seen on the mouse over tooltip on the building.
-I'm not entirely sure whether I made a bug fix or two to the events mod myself or not. It as concerning building classes that have been removed in CPP but not the mod and it might have been a previous version. I the mod still has these issues, you'll be able to tell by looking in database.log.

\Skodkim
 
Is there a way to force a one city challenge on the player and all AI Civs? I'd like to play a game on a smaller map with one city Civs on a legendary start. Is this possible?
 
What is "Anti-Warmonger-Fervor"? I couldn't find anything about "warmonger" in the Civipedia. I caught it as a modifier during battle ("-55%") and would like to know how that value gets influenced.
 
What is "Anti-Warmonger-Fervor"? I couldn't find anything about "warmonger" in the Civipedia. I caught it as a modifier during battle ("-55%") and would like to know how that value gets influenced.
It's a combat bonus other civs get against warmonger civs, and it's tied to your warmonger score, which in turn affects diplomacy.

Capturing/razing cities makes the value go higher, but it drops naturally over time (faster if Casus Belli is proposed).

It's not AI only (you could benefit from it if an AI warmonger attacked you) but I believe there are limits on how high it can go based on difficulty, though I don't remember what the values are.
 
Capturing/razing cities makes the value go higher, but it drops naturally over time (faster if Casus Belli is proposed).
Razing cities does not increase the value. Conquering cities, declaring war and using nukes does.

In addition to Casus Belli increasing the drop rate, there's a few other factors:
Code:
                int iDecayModifier = 100;

                // Decay slower if he's stronger than us, decay faster if he's not.
                switch (GetRawMilitaryStrengthComparedToUs(eLoopPlayer))
                {
                case STRENGTH_IMMENSE:
                    iDecayModifier = /*50*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_IMMENSE);
                    break;
                case STRENGTH_POWERFUL:
                    iDecayModifier = /*75*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_POWERFUL);
                    break;
                case STRENGTH_STRONG:
                    iDecayModifier = /*100*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_STRONG);
                    break;
                case STRENGTH_AVERAGE:
                    iDecayModifier = /*150*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_AVERAGE);
                    break;
                case STRENGTH_POOR:
                    iDecayModifier = /*200*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_POOR);
                    break;
                case STRENGTH_WEAK:
                    iDecayModifier = /*250*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_WEAK);
                    break;
                case STRENGTH_PATHETIC:
                    iDecayModifier = /*300*/ GD_INT_GET(WARMONGER_THREAT_STRENGTH_DECAY_PATHETIC);
                    break;
                }

                // Decay faster if we have a good relationship with this player.
                if (IsDoFAccepted(eLoopPlayer) || IsHasDefensivePact(eLoopPlayer) || GetDoFType(eLoopPlayer) >= DOF_TYPE_FRIENDS)
                {
                    iDecayModifier *= 2;
                }

                if (GC.getGame().GetGameLeagues()->IsWorldWar(GetID()) > 0)
                {
                    iDecayModifier *= /*200*/ GD_INT_GET(WARMONGER_THREAT_PER_TURN_DECAY_INCREASED);
                    iDecayModifier /= 100;
                }
                else if (GC.getGame().GetGameLeagues()->GetUnitMaintenanceMod(GetID()) > 0)
                {
                    iDecayModifier *= /*50*/ GD_INT_GET(WARMONGER_THREAT_PER_TURN_DECAY_DECREASED);
                    iDecayModifier /= 100;
                }

                iDecayValue *= iDecayModifier;
                iDecayValue /= 100;

                iDecayValue = min(iDecayValue, -100); // Make sure it decays by at least -1 every turn

                ChangeOtherPlayerWarmongerAmountTimes100(eLoopPlayer, iDecayValue);
 
Awesome, thank you all for the info!!
Is there a way to see my Warmongering score? I know that in the diplo view it might say "they fear warmongering" or something to that extent. But that is not the same, right? Knowing how much of a penalty I might get when I decide to attack someone would be a great help.
 
Awesome, thank you all for the info!!
Is there a way to see my Warmongering score? I know that in the diplo view it might say "they fear warmongering" or something to that extent. But that is not the same, right? Knowing how much of a penalty I might get when I decide to attack someone would be a great help.
I believe is on the top bar, if you hover over the icon of two crossed swords where you unit supply is (someone correct me if im wrong)
 
Awesome, thank you all for the info!!
Is there a way to see my Warmongering score? I know that in the diplo view it might say "they fear warmongering" or something to that extent. But that is not the same, right? Knowing how much of a penalty I might get when I decide to attack someone would be a great help.
Yes and no. With Transparent Diplomacy enabled, you can view the opinion score for the penalty. You could do some math to figure out how that translates if you were so dedicated.

The anti-warmonger fervor bonus is equal to (your warmonger score / 25), rounded down and capped at a certain value based on difficulty level. Note that the AI and the human can have different caps depending on the difficulty level.

The opinion score is equal to (your warmonger score * AI's WarmongerHate flavor / 20), rounded down. However, you can't know precisely what the WarmongerHate flavor is in any given game. Each leader has an XML value between -1 and 12; it is randomized by up to +/- 2 at the start of each game (+/- 4 if Random Personalities is enabled), and then it is clamped between 1 and 10.

Note that the opinion score determines how much of a threat the AI perceives from your warmongering and therefore how strongly they will react to it diplomatically, but for fairness reasons, the Anti-Warmonger Fervor combat bonus is the same regardless of how high or low their opinion is.

You can roughly tell what the WarmongerHate flavor is based on the description of their attitude towards warmongering in the opinion modifier.

Special Descriptions
(They furiously abhor warmongers.) = Gandhi and Enrico Dandolo, always 10 WarmongerHate
(They are bloodthirsty warmongers!) = Montezuma, always 1 WarmongerHate

Standard Descriptions
(They hate warmongers!) = 9 to 10 WarmongerHate
(They strongly dislike warmongers.) = 7 to 8 WarmongerHate
(They dislike warmongers.) = 5 to 6 WarmongerHate
(They overlook modest warmongering.) = 3 to 4 WarmongerHate
(They ignore most warmongering.) = 1 to 2 WarmongerHate

---

You can also tell in what range the opinion score is, even without Transparent Diplomacy enabled, from the first part of the message which describes how much of a threat they feel.

They have some early concerns about your warmongering. = Threat level is NONE or MINOR (score < 80; a score of < 20 is NONE, but still shares the same message)
They are wary of the potential threat posed by your warmongering. = Threat level is MAJOR (score between 80 and 139)
They believe your warmongering has become an existential threat. = Threat level is SEVERE (score between 140 and 199)
They fear your warmongering will end this world in fire! = Threat level is CRITICAL (score between 200 and 2,147,483,647)

There is a special exception to the usual rules: if you have conquered - that is to say, killed, captured the capital of, or vassalized - at least 25% of major civs, your threat level will be SEVERE regardless of your score. Every two City-States also counts as one major civ for this.

If you've conquered 33% or more, your threat level will be CRITICAL regardless of your score. These two exceptions don't apply any combat bonus to their units, they only affect diplomacy.
 
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Anyone know what this is for specifically? From the little I can gather on this it seems to allow worker units to work tiles and specialists for a city? Seems like a stretch.

<!-- Permit cities to work additional slots (tiles and specialists) with automatons (v90) -->
<!-- See also: "Global - City Automaton Workers" -->
<Row Class="2" Name="TRAITS_CITY_AUTOMATON_WORKERS" Value="0"/>
 
It enables modding functionality that allows cities to work additional tiles/slots beyond its current pop size. It's mostly meant to be used with a PNM mod of the same name.
 
Anyone know how one would use this custom mod option and what are the rules behind it? I.e. does a civilization need to have that trait enabled on them first, and then specify it to only activate that trait once the policy is unlocked, or it doesn't need to be assigned to a civ first?

<!-- Enables traits to be enabled/obsoleted via beliefs and policies (v77) -->
<!-- See also: "Belief - One With Natural Wonders" -->
<!-- See also: "Policy - Diplomatic Marriage" -->
<Row Class="6" Name="TRAITS_OTHER_PREREQS" Value="0" DbUpdates="1"/>
 
@Recursive
Thank you so very much for this comprehensive breakdown of this mechanic. Super appreciated that you took some of your time for that.

One final question: The player doesn't get the Anti-Warmonger-Fervor as a defensive boost against warmongering Civs, right? It's something that only the AI gets.
 
There is a random event where your civ finds a meteorite. The options are break it up into 2 iron (50% chance) or use it for +2 culture in the palace. I quicksaved my game and chose to break it up into iron and reloaded if it failed. It failed 10 times in a row. Feels like the outcome of this event is pre-determined and not really random? I even exited the game completely and rebooted my computer, hoping maybe I would get a different random number generation.... failed twice.

This isn't super critical but iron becomes a big deal for cannons and cruisers later on in the game. To the point where I can't upgrade my frigates without iron and they are pretty weak when everyone else has destroyers / cruisers / dreadnaughts etc. Thoughts?

edit - yeah I know about refineries, but it comes way too late in the game to be helpful for navy.
 
@Recursive
Thank you so very much for this comprehensive breakdown of this mechanic. Super appreciated that you took some of your time for that.

One final question: The player doesn't get the Anti-Warmonger-Fervor as a defensive boost against warmongering Civs, right? It's something that only the AI gets.
Humans and AI both get it. The maximum depends on difficulty level.

Difficulty LevelMaximum Bonus VS. HumanMaximum Bonus VS. AI
Settler+16%+64%
Chieftain+24%+48%
Warlord+32%+32%
Prince+40%+40%
King+50%+50%
Emperor+55%+50%
Immortal+65%+50%
Deity+75%+50%

Something worth noting is that the bonus is calculated based on the tile where the combat is taking place. If the combat is taking place in your own lands, the enemy won't receive an anti-warmonger fervor bonus when attacking you. If it's taking place in their lands, they'll get the full bonus, and if it's taking place in neutral lands, they'll get half the bonus (rounded down).
 
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