Visard
Warlord
- Joined
- Jan 14, 2009
- Messages
- 214
The diplomatic value of gifts depend on how long have you known each other.
I don't know the exact formula, but on the first turn 3
gives +1, 5
gives +2, 8
gives +3 and 10
gives +4.
On the second turn values are 5, 10, 15, 20.
So the longer you have known each other more harder it is to please AI.
On normal BTS when you meet a new civ in the start of your game, neither of you don't know currency or alphabet so you cannot gift anything.
But on this mod when you pick any non-ancient civ, you can start immediately gifting gold and trading techs to get the needed diplo modifiers to make the civ pleased which usually leads to open borders.
An additionally you can ask your money back for pleased civs and sometimes get even more if they are weak.
Same result can be achieved by selling techs, like selling meditation for 10/20
to civs which don't have it, it is cheap but it will also get +4, because the extra
are counted as gifted
.
It is a hard problem to solve.
One solution could be that gifting and trading isn't possible in the first 10? turns.
But it could result for players to turtle 10 turn before finding contacts.
Better solution could be if the calculations can be change so that: TURNS_KNOWN -> max(TURNS_KNOWN, 10) or other integer, maybe 5?.
I don't know the exact formula, but on the first turn 3




On the second turn values are 5, 10, 15, 20.
So the longer you have known each other more harder it is to please AI.
On normal BTS when you meet a new civ in the start of your game, neither of you don't know currency or alphabet so you cannot gift anything.
But on this mod when you pick any non-ancient civ, you can start immediately gifting gold and trading techs to get the needed diplo modifiers to make the civ pleased which usually leads to open borders.
An additionally you can ask your money back for pleased civs and sometimes get even more if they are weak.
Same result can be achieved by selling techs, like selling meditation for 10/20



It is a hard problem to solve.
One solution could be that gifting and trading isn't possible in the first 10? turns.
But it could result for players to turtle 10 turn before finding contacts.
Better solution could be if the calculations can be change so that: TURNS_KNOWN -> max(TURNS_KNOWN, 10) or other integer, maybe 5?.