@Recursive Can diplomacy be changed so that AIs who go authority are more likely to go to war? Or should even try to be at war constantly?
but Spain gets a lot of bonuses throughout the entire game
but as Spain you are mostly going to pick fealty as your medieval tree
who is not?
Poland gets a massive boost in the late game when it chooses its ideology, starting with 3 policies right off the bat. Its a major shot in the arm. The civ can look lackluster for a long time but it gets a very solid boost in the late game that makes it competitive. Its not top tier but I do not think Poland underperforms.
@Recursive Can diplomacy be changed so that AIs who go authority are more likely to go to war? Or should even try to be at war constantly?
////////////////////////////////////
// War Bonus
////////////////////////////////////
// Do we have bonuses towards war?
int iWarBonus = 0;
// Natural war inclinations?
if (bConqueror || bConquerorTraits)
{
iWarBonus += 3;
// Easy target?
if (bEasyTarget)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR];
}
// Warmonger + unique unit active? Slay them all!
if (GetPlayer()->HasUUPeriod() && bWeHaveUUTech && bWeHaveUUActive)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR];
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += viApproachWeightsPersonality[MAJOR_CIV_APPROACH_HOSTILE];
// AND we're going for world conquest?
if (bGoingForWorldConquest || bCloseToWorldConquest)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR];
viApproachWeights[MAJOR_CIV_APPROACH_DECEPTIVE] += viApproachWeightsPersonality[MAJOR_CIV_APPROACH_DECEPTIVE];
}
}
}
// If we picked offensive policy trees, war is better for us.
PolicyBranchTypes eAuthority = (PolicyBranchTypes)GC.getInfoTypeForString("POLICY_BRANCH_HONOR", true /*bHideAssert*/);
PolicyBranchTypes eImperialism = (PolicyBranchTypes)GC.getInfoTypeForString("POLICY_BRANCH_EXPLORATION", true /*bHideAssert*/);
PolicyBranchTypes eIdeology = GetPlayer()->GetPlayerPolicies()->GetLateGamePolicyTree();
if (GetPlayer()->GetPlayerPolicies()->IsPolicyBranchUnlocked(eAuthority))
{
iWarBonus++;
if (GetPlayer()->GetPlayerPolicies()->IsPolicyBranchFinished(eAuthority))
{
iWarBonus++;
}
}
if (GetPlayer()->GetPlayerPolicies()->IsPolicyBranchUnlocked(eImperialism))
{
iWarBonus++;
if (GetPlayer()->GetPlayerPolicies()->IsPolicyBranchFinished(eImperialism))
{
iWarBonus += 2;
}
}
if (eIdeology == GC.getPOLICY_BRANCH_AUTOCRACY())
{
iWarBonus += 3;
}
// Temporary attack bonus?
if (GetPlayer()->GetAttackBonusTurns() > 0)
{
iWarBonus += 2;
}
if (iWarBonus > 0)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR] + iWarBonus);
viApproachWeights[MAJOR_CIV_APPROACH_HOSTILE] += (viApproachWeightsPersonality[MAJOR_CIV_APPROACH_HOSTILE] + iWarBonus);
// Easy target?
if (bEasyTarget)
{
viApproachWeights[MAJOR_CIV_APPROACH_WAR] += viApproachWeightsPersonality[MAJOR_CIV_APPROACH_WAR];
}
}
I kinda disagree with Spain being an exclusively early game civ; Buying ships with faith is relevant till the very end of the game and it's highly synergistic with the other part of the UA more ships = more conquering and more conquering = more ships.No, they are specifically early game geared (faster population growth and faster and stronger pantheon and religion) and uniques are both on the same tech in the same era. Founding cities in medieval is usually just as horrible as founding them in renaissance. If you had any valuable land to settle you should have done it earlier, they get only ancient era buildings and will spend ages, literally two or three ages to even catch up. They will be lucky if they will catch up by industrial and basically be a great drain of resources and happiness for half of the game. Even a city that was founded in early classical will have one or two more buildings, improved tiles, and will have seven or eight population. I never understood late settling. It is usually used by players who have abysmal happiness problems and poor city development decision making. I am not saying that's true in your case, but I can't agree that having this ability is beneficial to Spain. It's non-existing for the most part. Spain greatness lies in the food and faith bonus in ancient.
Oh, I think that would be a waste of Spain's potential. You already possess much advantage in development of cities and faith as Spain, especially with going wide progress or authority, so the logical consequence is statecraft if you want to continue or even artistry if you want to settle down. You don't need more food (already have), more faith (already one of the strongest religion), and quicker castles and armories (you won't defend, and most of your experienced army already is here, you can build them slower for supply cap mostly.
In statecraft lies much more culture, gold and science than fealty. And this is what wide or warmongering Spain needs in the midgame.
While in theory any addition to the game contributes to yield inflation, i don't think the yield inflation is very noticeable in 4th UC ... The change in power spike timing hence the tech/policies prioritization is a thing tho.Yyy... me? And I think most of the community? Whoever play it I think should be mentioning it in every balance and strategy topics, because they are completely imbalanced to the whole game. Inflation of yields, different timing of powerspikes, different tech priorities, it changes too much.
in like 70% of the map rolls every single piece of land gets grabbed by the end of classical era
I think the argument about statecraft is valid solely because statecraft is significantly better than the other 2 medieval tree in a vaccum but that's a discussion for another thread, not because Spain does not benifit as much from fealty; in fact fealty suits Spain much more than most other civs simply because it generates so much faith that getting the most out of it would net them more yields especially if you got a good faith sink -you already have buying ships-.
In my experience wide progress spain does not actually run out of gold and fealty does generate reasonable amounts of culture, the main setback of choosing fealty is lack of a good science policy which is an issue with fealty tree rather than an advantage to statecraft.
While in theory any addition to the game contributes to yield inflation, i don't think the yield inflation is very noticeable in 4th UC
Marbozir?It is, especially while going wide. But I think it is more impactful on immortal plus. It is one of the reasons one YouTuber who always play deity with it is able to drag difficulty down so much, he can consistently beat every game even while making some serious mistakes.
Marbozir?
Indonesia. What do you think of it? I tried to play some game with them because I wanted to evaluate wide progress effectiveness vs. wide authority. They are just weak. Like really weak. Especially since they favor already production-poor coastal starts, and BAAM, one of you few precious hills just got rendered useless because of plantation on it. They unique ability is mediocre at best, and they are kind of forced to authority because of ancient unique unit.
Playing for example Germany against Austria is so annoying
Because the correct destiny of Austria is the Anschluss.
In my recent games also Sweden, France and Assyria tend to be the sore losers. As many of you pointed out, the AI is very weak at managing militaristic civs.
Aztecs, have you seen a game where they didnt found? I guess you played without barbs then, super solid in early game which carry them for a long long time.
AI have often problems to get a use of very specific play styles, like from Denmark, Aztecs
Ethiopia, from op civ nerfed -> trash, rarely manage to do anything.
Indonesia, no useful benefits.
since they favor already production-poor coastal starts,
Ethiopia, from op civ nerfed -> trash, rarely manage to do anything.
Honestly, this is very surprising for me to read. I don't consider Ethiopia to be top tier, but I've never seem them do super badly either. Their bonuses are relatively easy for the AI to use; they pretty much alway found. Although again the perhaps doesn't use them quite as well as a human would.