v190/140

Status
Not open for further replies.
Idea and question:

Could there be a small (+1) diplo boost for an Embassy? This makes sense in order to provide an incentive to the player. I'm building a few in some civs (and not in others, just to see how much difference they make), but I don't think I'd bother if I weren't testing them. (Maybe that's just my playing preference: I don't mind losing contact with far-off civs.) And I think a diplo boost makes sense for realism as well, as nations that at least talk to each other have better relations that those that don't (e.g. Iran-USA).

ill think about it

Does an active trading relationship alone, without an embassy, maintain contact? I would assume it does.

yes
 
yes. Iirc in civ1 too.

Yeah, you had to send a diplomat to the foreign civ's capital to establish one. Is this the final major addition Rhye or do you have another couple up your sleeve?

Also, could we make units, new or existing, tied to the embassy? I would like to see the return of the classic diplomat unit. It could have a bribe functionality. You can spend gold to improve relationships beyond the "You gave us tribute!" and "We have fair trade relations". Also, Diplomats could allolw for multiple bribes for the world congresses.
 
My time is very short now, and I prefer to concentrate on a different thing instead of espanding embassies.
The last thing I want to do is schisms. I can't however promise I'll do that in time; in case, you'll just get a minor patch containing just fixes and refinements
 
Just a quick question: Is it possible to lose contact with a civ you are at war with?
 
A bonus for having an embassy would be great. +1 is more then enough, using the text for 'years of peace' thingy. Maybe +1 trade route with that civ for the city?

I would have thought open borders is more then enough to maintain contact, ah well, I suppose it's not a huge deal either way.

I tried leaving a unit by the border of a civ to keep contact, but they kept fading out (and rather quickly too), if I moved the unit it would wake up the relations.

I do miss the first plague. *ducks rotten tomatoes*

Haven't hit the second plague yet, just met the Mongols as China, I'm sure that pleasure will arrive soon. :crazyeye:

Even at 1200ad it seems faster.

I'm just happy this game I'm actually getting pikeman in 1250ad. I was hoping to have 30+ pikeman by 1200ad, alas other things always get in the way... everything should be ready by 1300ad, hopefully before the Mongols decide to get uppity.

On the topic of barbarians... The northern barbarians are quite irritating (maybe too much so), less this game then most (I'm probably just getting better at dealing with them).

The barbs from tibet have been, and always will be, pathetic... I REALLY recommend changing them back to before (if the AI can handle it). All I do is park 2 axeman with forest bonus in the 2 tiles with access to tibet. I think once in 10 games I've lost an axeman. Then as soon as I can do so I do build a city in tibet (I know it's an irritating place for a city- though I don't have to worry about tibetan barbarians anymore.


RFC rocks. :)


P.S. A new wonder to go with embassies would be great, gives automatic embassies with every known civ, ah well, maybe that's too much. hehe
 
Playing as Turkey, my contact with Mali would go in and out even though I had an Open Borders agreement with them. Is it intended for open borders not to count as trade? Also, I think Turkey's new UP is way over-powered. Before I would have to fight a bit to take over land. Now it's like a blitzkrieg.

Also, just founding a city converts all of the culture around it. That makes it way too easy to take over land by culture flipping. You might want to change that.
 
Is it intended for open borders not to count as trade?

I think it is intended, and I think this is correct. Open Borders is just a passive agreement - if neither civ uses the open borders (e.g. sending units into the other civ), it easy to imaging that they would lose contact. Trade agreements (with real trade goods) are active - ships or caravans will be visiting each other's cities regularly.

I tried leaving a unit by the border of a civ to keep contact, but they kept fading out (and rather quickly too), if I moved the unit it would wake up the relations.

When we discussed this in another thread, it was suggested that units have a chance of flipping if they stay away from their borders for too long (obviously the safe-from-flip range increasing with tech). Rhye, is this one of the human player exploits you were thinking of preventing?
 
When we discussed this in another thread, it was suggested that units have a chance of flipping if they stay away from their borders for too long (obviously the safe-from-flip range increasing with tech). Rhye, is this one of the human player exploits you were thinking of preventing?

This makes total sense... I just watched a show about the Chinese on one of History/Discovery channels on how the Chinese military stationed near the mongolian border began trading with the mongols and then letting them pass through the defenses because they became closer with their mongol trading partners than their own Chinese commanders...

But in gameplay terms... It would really suck to build up a force near a civ's border with the intention of an invasion only to have the flip right before the attack...
 
When we discussed this in another thread, it was suggested that units have a chance of flipping if they stay away from their borders for too long (obviously the safe-from-flip range increasing with tech). Rhye, is this one of the human player exploits you were thinking of preventing?
This is a great idea because it would prevent the completely ridiculous amount of exploration that happens so early. In my most recent game as Carthage I saw a pair of Babylonian warriors in Portugal right when I spawned. Getting rid of this would be a huge improvement. It would make the Age of Exploration actually mean something.
 
I don't know if the embassy/contact loss is working properly... I have NOT discovered Civil Service as the French and I had contact with Turkey upon their spawn and my closest city/unit was in Rome... so why bother doing anything if I automatically have contact without being nearby?

Also, when I played as the Turks I found their UP pretty highly powered, as someone just said, but I haven't seen if the AI is using it now properly which might work out perfectly
 
Does an active trading relationship alone, without an embassy, maintain contact? I would assume it does.

yes

But in my present Spain game, I lost contact with India even though we had a clam for sugar deal. Not a big problem for gameplay, as our trade was still active when we remet.

But it feels a bit strange - to be trading with a civ you can't contact. I went back to the last autosave, and although there is no contact with India, and no active deal in the foreign advisor, I still have sugar (which seems to come from nowhere :) )

[Edit] On second thought, this might be ok. Central governments do not always know what the traders are doing. BUT, what if someone asked me to cancel my trade with India? I wouldn't be able to do it. Maybe that is ok too, in terms of realism, but it might cause some confusion and frustration to players.
 
When we discussed this in another thread, it was suggested that units have a chance of flipping if they stay away from their borders for too long (obviously the safe-from-flip range increasing with tech). Rhye, is this one of the human player exploits you were thinking of preventing?

Are you players really using this exploit?
I want to add this only if really necessary, because it would take some of my time, and because would slow down the game a bit
 
The Turks might seemed overpowered when played by a human, but the AI does MUCH better now with the new UP, and they didn't expand much beyond Anatolia and the Black Sea in the one game I've tried

I haven't even bothered to build an embassy because the AI does it for me while I built units ;) is there any way to make the player want to build it before the AI does whom he is building the embassy to?
 
But in my present Spain game, I lost contact with India even though we had a clam for sugar deal. Not a big problem for gameplay, as our trade was still active when we remet.

But it feels a bit strange - to be trading with a civ you can't contact. I went back to the last autosave, and although there is no contact with India, and no active deal in the foreign advisor, I still have sugar (which seems to come from nowhere :) )

[Edit] On second thought, this might be ok. Central governments do not always know what the traders are doing. BUT, what if someone asked me to cancel my trade with India? I wouldn't be able to do it. Maybe that is ok too, in terms of realism, but it might cause some confusion and frustration to players.

sorry I misunderstood your question.

You lose contact, but trade should remain active
 
How about the Embassy givving line of sight in the other civs capital (just the one squar though). This would give a usefull advantage to building it first :)
 
How exactly does one build an embassy
 
Status
Not open for further replies.
Back
Top Bottom