[R&F] Small things you have noticed on playing

Well... I rarely have loyalty issues even in my border cities, if I have loyalty problems it's during conquest and thus far I've been able to avoid an actual city flip (usually via blitzkrieg tactics, eliminate the enemy as quickly as possible and flipping isn't a big deal). So I don't feel like it's the wrong choice, but I suppose there might be cases where I'd want to put it elsewhere? Maybe.
If you place your cities aggressively in relation to a neighbor Civ, you have a good chance of at least a threat of Loyalty issues. Getting a governor, garrison and monument(?) up seems to help this. I find this to be an early-game problem as I like to settle near the neighbor I've selected or a first conquest. Once you take out the influencing nearby city this issue disappears from the one you built unless the one you captured is liberated or flips back. I have this situation arise a few times, but during my most recent game, I also received an Ancient Era historical event credit for daring to settle so closely to my neighbor. Not sure why I got the loyalty problems without the aggressive settlement credit in the previous games, but perhaps the distances are calculated differently. A related question is what Robert the Bruce considers to be a neighbor if you want to conquer other Civs without annoying him. Guessing it's a related number of hexes distant from any of your cities or any of their cities for each of these calculations, but the specific number be different for each one.

Loyalty problems if distance < L hexes from city belonging to another Civ. Compounded problems for each of rival city within that range. (Might be offset by degree of proximity of your own cities?)
Aggressive placement event score if distance < A hexes from city belonging to another Civ. Must not have earned this placement earlier(?)
Neighbor rule violation for Robert the Bruce if distance of city you attack < N hexes from city belonging to you.
 
Given Australia's CA and the buff towards Theater Square adjacency, you can do this kind of thing:

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Not sure if this is already well known, but it's possible for capitals to flip due to loyalty pressure. I wasn't sure whether there would be some limitation preventing this, but I've just seen the Dutch capital flip to a free city and then subsequently flip to the Cree. The Cree had several cities around the edges of the Dutch capital and were in a golden age, while the Dutch were in a dark age (Industrial era.)
 
I've had some difficulty creating and maintaining alliances. I've primarily played on Prince and King, so that shouldn't matter much I believe. Despite having overwhelming numbers of positive modifiers, the AI seldom wants to be even friends. Those times I've gotten friendships and alliances they don't want to renew it.

My latest game gave me some new hope for it as I managed to ally Shaka. We renewed it several times and our relationship was better than ever when he decided I wasn't worthy anymore. I'm comparing this game with my earlier ones, to what was different this time. Two things comes to mind.

1) I didn't do any warring early in this game. But I've not done much in earlier games either, just the "usual", where I assert what I consider my land. And Shaka has the darwinist agenda in this game anyway, so I allowed myself to conquer most of Kongo midgame.

2) The power difference between me and Shaka was really significant in his favor when we became friends and allies. By the time he's starting to decline to stay friends and allies, I've kinda caught up and surpassed him as a contender to win. Which made me wonder if there is still some hidden negative modifier against me because I'm winning?

And I think that the point threshold for level 3 alliance is a bit steep? Maybe I'm just teching to slow and it speeds up more quickly with the Arsenal policy.
 
I started a game as the Dutch and used the shuffle map hoping for ample polder opportunities. (Alas it was not meant to be.) I was stuck on a small continent and had to rush naval techs to get out and meet everyone which I managed by the mid classical age.

Anyway, Tomyris, Chandragupta and a few other AIs were on a fairly sizeable continent that takes up most of the land mass in the game. Tomyris decides to take over Kumasi and it triggers an emergency. I decide to join in and sadly no one else does. So, it’s me and Valletta versus the mighty Tomyris. Oh well. So I sail over with my partly damaged caravel and attack Kumasi a few times and eventually take it. Upon taking it, Chandragupta pops up and complains about my “stench.” Kumasi bordered Chandragupta’s empire with one tile! So, even before I could liberate Kumasi and literally right before the mouse click to liberate, I took a -5 relations hit with him. :sad: I am literally half way around he World from him but He can still smell my stench. Lol.

Happily, I had +18 in other modifiers with him and we are still friends but I still found that kind of annoying. :crazyeye:
 
The tier 3 government building War Department's bonus 'units heal for 20 after killing a unit' replaces Scythia's 'units heal for 30 after killing a unit' UA (which was irritating)
 
In fact in my Netherlands game I conquered two whole empires riding the back of protectorate wars and city-state emergencies that gave me wars with no warmonger penalties.

I hope that will change, it's way too easy to raze a whole Civ without any Warmonger Penalty thanks to the War of Liberation or Protectorate War.
It should be nerfed to 25% instead of 0. Or no penalty for declaring war but still normal penalties for razing cities (that's how the description read it)
 
Playing as Shaka, denounced by Gilgamesh. Reason stated is.... You are the same sex. Not sure if this is meant to be Alpha-male posturing, Gilgamesh is threatened by Shaka's masculinity or....Gilgamesh is struggling with his feelings for Shaka and is resorting to gay panic to deal with them.
Funny, I had the opposite playing as Shaka with curmudgeon Gilgamesh, a bromance that stood the test of time

I hope that will change, it's way too easy to raze a whole Civ without any Warmonger Penalty thanks to the War of Liberation or Protectorate War.
It should be nerfed to 25% instead of 0. Or no penalty for declaring war but still normal penalties for razing cities (that's how the description read it)

I thought the zero warmonger points only applied to declaration and the specific cities, not the whole Civ (liberation/protectorate war)
 
ok this takes the cake zula deno me because...i don't gossip enough. :wow:

also alert/wakeup is broken AGAIN
 
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I thought the zero warmonger points only applied to declaration and the specific cities, not the whole Civ (liberation/protectorate war)

That's what the description says, but it's not true. See, the thing is, the system is that each city you capture is worth 50% of the warmonger penalty of the initial declaration... and 50% of 0 is still 0 (at least, that's what I remember from looking at the code).
 
There is a Great Merchant-too lazy to check the name-which gives you market and bank in your Comercial district. Don't pop him up before building the market as it will not give the trade route...

It's Giovanni de Medici. Are you saying the free Market is bugged and doesn't grant the extra trade route? That sucks, but it makes me glad I built the Market myself in the last game before popping him, because I failed to read his description and thought he just gave the Bank and Great Work slots :P
 
Anyone notice AI being able to wage war against each another well? Unless the tech advantage is massive, they just seem to have drawn out war with no cities falling. Walls/Encampments/Melee attacking cities/encampment being hit by recoil just ruin any AI army. It's better than what I seen on release, but it's disappointing watching nothing happen.

Only thing they have no problem conquer through the entire game is city-states due to tech advantage and superior numbers.

I have noticed some improvement here. In one of my games Sumeria and Mapuche had both turned into runaway civs. Sumeria had completely wiped out India and absorbed all of their cities (including a few with walls) and the Mapuche had taken at least two cities from Russia including the capital. They were both way ahead of me in score. Sumeria had also conquered around 4 city states, had 150+ beakers per turn which was almost double what I had, and well over 10 cities. I was by myself on an island so I couldn't do anything but watch it happen.
 
In my Dutch game, the Mongols eliminated the English in the ancient era. It looks like they just steamrollered them. :eek:
 
Trying to liberate Yerevan from the Mongols who built up all around them and dealing with their stupid Keshig archers are a major pain in the ass
 
Trying to liberate Yerevan from the Mongols who built up all around them and dealing with their stupid Keshig archers are a major pain in the ass

Sorry for your trouble. I am glad to see the Mongols performing well as an AI, though. :D
 
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