I have two questions about city-state quests:
1. Does the 15% CS Quest bonus from Pledge of Protection actually do anything? I pledged to protect a CS before completing two quests, but didn't receive the extra 15% influence bonus for either of them.
2. Was the "Complete a Road to the CS" quest removed from the game? Was it considered too easy, or was it some other reason?
I have two questions about city-state quests:
1. Does the 15% CS Quest bonus from Pledge of Protection actually do anything? I pledged to protect a CS before completing two quests, but didn't receive the extra 15% influence bonus for either of them.
2. Was the "Complete a Road to the CS" quest removed from the game? Was it considered too easy, or was it some other reason?
How does the AI handle peace treaties? I've been in a war throughout the entire Medieval and Renaissance on Epic speed and not once was I able to sue for peace nor did the AI offer it. Warscore has been ~40 for a couple centuries, I can't penetrate their defence and they only occasionally try to destroy my camping fleet (4 frigates) with their fleets of 2-3 frigates. They are much more powerful on paper yet don't do anything offensive about it. It's not WWI yet...
2. Wasn't removed, however the conditions for it to appear are much more rare.
G
Hi! Tried playing the mod but it's telling me that the (latest) VP isn't compatible with my version of the game. Why might this be happening?
This is kind of a vague question but...is the game harder now than it used to be? More specifically, I played a couple games around March-April and was able to win without a terrible amount of difficulty on Emperor and managed a couple Immortal wins as well, but now I'm struggling to stay competitive with the other AIs on Emperor and I feel like winning is going to be really difficult without a fair amount of conquest, I lost my last game even though I feel like I played well (and had some luck on my side), due to Incas being on the other side of the map and snowballing like crazy to a Culture Victory.
If anything, that probably reflects really well on the AI development given how it's able to be more competitive with human players while requiring much less of a handicap.
What is the 'communitas map'? What is the difference?
-- Communitas.lua map script --
Created by:
- Cephalo (Rich Marinaccio) - Perlin landform, elevation and rainfall creation
- Sirian (Bob Thomas) - Island creation, some code from Continents and Terra scripts
- WHoward69 - Mountain-pass finding algorithm
- Bobert13 - Bug fixes and optimizations
- Thalassicus (Victor Isbell) - Ocean rifts, rivers through lakes, natural wonder placement,
resource placement, map options, inland seas, aesthetic polishing
This map script generates climate based on a simplified model of geostrophic
and monsoon wind patterns. Rivers are generated along accurate drainage paths
governed by the elevation map used to create the landforms.
- Natural wonders appear in useful locations.
- Islands reward exploration and settlement.
- Ocean rifts prevent ancient ships from circling the world.
- Inland seas, lakes, and rivers flowing out of lakes.
Copy/paste from the actual script's header:
@Thalassicus, the creator of the original version, described it as:
More like a Continents++ enhanced version than anything else, although PerfectWorld was used as a base for much of it.
One other feature that makes this script different is the opening up of the polar seas for circumnavigation, landmasses will never reach all the way to the top or bottom of the map.
I would add that 50% of the maps allow for ancient-era circumnavigation.