DanF5771
Emperor
- Joined
- Feb 21, 2008
- Messages
- 1,194
I guess by the "original RTT" you mean the Refuse-To-Talk duration after a DoW which is determined by totally different mechanics than the respective duration after cancelling trades.Anyhow, Dan one thing I keep putting off is checking into the Refusal-to-Trade. We should find a better acronym than RTT to prevent confusion. It seems to generally take much longer than 10 turns after canceling deals, and I suspect it may have to do with leaders and other issues, but I am not sure.
Or maybe, the tables are the exact same as the original RTT?
Demands to join a war vs. an AI which is pleased with you can somewhat be avoided by quickly asking the victim for a bit of to get a 10-turn peace treaty.
More exploits: AIs can be prevented from switching into the wrong civics by asking them to do a civic switch in a different civic category for the appropriate amount of / a tech before they do the unfavourable switch (if timed right IMO it's easier than flipping with spies). Of course the "That would go against everything..."-bug will screw you here if you don't have the unofficial patch...
Also Defensive Pacts can be included into sophisticated diplo triangulation (requires a lot of calculation).
TMIT is right, in 3.17 passive boat cargo spies never get caught, but don't accumulate stationary-spy-modifiers because they are not fortified. AFAIK this issue hasn't been touched in the unofficial patches.
If preventing spies from getting caught is critical (=maximizing the mission's chance of success) but timing is not *that* crucial, then it is best to have only 1 Spy fortified for at least 1 turn perform the mission without any other Spies in the plot (move the boat out of the city)! And of course Security Bureaus should be targeted first.
Now the really confusing stuff: In contrast to the team-attitude level which is relevant for DoW decisions and tech trades, there is no averaging of attitude levels or attitude values for players who are part of a master/vassal-relationship when it comes to voting for the diplomatic victory! Remember, vassals remain their own team after capitulation and do not join the master's team (AFAIK such melting of teams only happens by forming a permanent alliance). So assuming a regular game where 1 team always consists of exactly 1 player, each player votes according to his true attitude value towards the candidates and the critical threshold here is +8 to get a player from abstaining to voting for you. Thus Gilgamesh voted for you while at pleased - his vassal Brennus didn't influence his vote at all (Joshua got it right). Vassal status is only relevant if one of the candidates is a master, then his vassals are forced to vote for him. With teams > 1 player the attitude values will be averaged.