frktest
Warlord
Oh yes, I had forgot that!Civilian units get +1 movement from a Progress policy.
Oh yes, I had forgot that!Civilian units get +1 movement from a Progress policy.
1. Does Carnival ability of Brasil benefits from buffs to WLTKD?
2. Why AI does not stop spreading their religion when I ask them stop?
2. If you ask AI to stop, you must look at their response. Some will say they will stop and they will keep their word. Others will say something along the lines of I will continue enlightening your people despite you protest. I'm not sure what determines their response but, generally in my games, most AIs will stop spreading if you ask them or, in my case, I'll stop them permanently myself.
Does the game difficult level (prince, king and so on) affects the AI units promotions? I do ask because I saw untis with astonishing number of promotions already in early game turns, like dromons and skirmishers, units that I'm pretty sure were brand new. I also noticed seattlers with 3 tiles moves.
Why can't my archaeologists dig up certain sites in another civ's territory? There are no improvements or workers there.
Depending on the difficulty level, AIs get bonus XP added to all their new units, as well as extra XP gained from combat.
At Deity, they receive 2 free promotions from the start and gain twice as much XP from combat.
Settler: +0 XP / +0% XP increase from combat
Chieftain: +5 XP / +10% XP
Warlord: +10 XP / +25% XP
Prince: +15 XP / +33% XP
King: +20 XP / +50% XP
Emperor: +20 XP / +66% XP
Immortal: +25 XP / +75% XP
Deity: +30 XP / +100% XP
You need an Open Borders agreement or to be at war with the civ in question.
I have Open Borders.
Any time you ask the AI to do not do something they assess how important that thing is vs the repercussions of not doing what you ask. If you are a significant military/diplomatic threat they're more likely to accept, and they'll also be more likely to accept if you are very friendly I think. But military is definitely the biggest one in my experience.
As far as religion goes though, its easier to just slap Inquisitors down. It costs like 2-3 gold per turn "upkeep" per city to make your cities immune to conversion.
Did your conquer cities in your defensive wars?I have major warmonger diplomatic penalties (from -120 to -300) even if I haven't declared any wars. Every other civ in the game considers that "You will drag the world into a new dark age". Anytime I get attacked, it's me who gets the penalties. Diplomatic penalty wont decrease notably. Now I got in war with every major civ at once.
I need to find a way to get rid of this warmonger diplo penalty that doesn't work, at least temporarily. I tried to edit GlobalAIDefines.xml and GlobalDiplomacyAIDefines.xml, but I think I need to find the files that use those. Or maybe try something more creative? How to change it so that defensive wars give considerably less penalty?
I wanted to ask a question Earth Mother increases your production for every 3 citizens in a city. Does this bonus still aplies / increases when your city converts to your true religion
Because increasing religious citizen = less pantheon worship citizens since they converted
considering that it was based on korea...Sooo..... Trait_SpecialistYieldChanges scales every other era? I did not know this. I modded a custom civ that uses this table with the assumption that the trait had not been modified by CPP.
No wonder people complained that Sumer is OP... It was never meant to have its yields scale
1. If I conquer America completely (thus ending the war I started), will my War Weariness decrease?
2. Does War Weariness count differently for razing cities vs. simply conquering them? If so, how?
3. The 2 other players broke their "Declaration of Friendship" to attack me. Does it mean they should have higher War Weariness from the war with me than I do from the war with them? Or it doesn't matter at all? My understanding is that the War Weariness for the "attacked" player should grow slower than that of attacker.
4. My warmonger penalty (for units) is 25%. Will it decline over time if I don't capture any cities? The other players aren't going to sign peace, so that's not an option
WW will start to go away once you are completely at peace.
WW is only when bad things happen to your civ, like losing units, cities, trade units, civilian units, and getting tiles pillaged, but not offensive actions. But if you were to lose a city, it doesn't matter for your WW if it is razed or kept.
It has no effect. See above for how WW works. The betrayal of DoF is a purely AI thing, it is a negative diplomatic modifier (permanent IIRC) to all AIs.
Warmonger penalties are not the same as war weariness. Warmonger penalties will decrease as long as you don't take offensive actions like conquering cities.