why are they all mad at me???

The attitude hit for razing is with the razed civ only, right?

Sucks about the autorazing hit. I think I read that before sometime in the distant past, but forgot about it. Probably not worth changing the battle plan just to avoid it, though.

What actually *does* attitude *do*, anyway?

Lo5
 
Wrong.

It is much, much worse with the razed civ but all civs take a negative view to you razing cities. (unless of course they never manage to find out about it ;) )

Check this out for more details.

Attitude is crucial when going for a UN win of course. They will vote for the candidate who they view the most favourably (must be at least polite IIRC). If the attitude is poor, they are more likely to declare war. In some games you won't care; in others it'll matter quite a bit.
 
Tone said:
Wrong.

It is much, much worse with the razed civ but all civs take a negative view to you razing cities. (unless of course they never manage to find out about it ;) )

Check this out for more details.

Attitude is crucial when going for a UN win of course. They will vote for the candidate who they view the most favourably (must be at least polite IIRC). If the attitude is poor, they are more likely to declare war. In some games you won't care; in others it'll matter quite a bit.

Thats why i play with diplomatic victory turned off. Its a cheap way for a weakling to win and unfair.
 
does the agressiveness setting change things?

i always have it set on high.

totally forgot to ask this before.

and in my current game i razed one city and everyone went from polite to cautious. i made peace after that and gave everyone 10 gold and everyone is polite again (except for abu bakr but screw him he started it)
 
ThePrankMonkey said:
does the agressiveness setting change things?

i always have it set on high.
Yes. I *think* that the highest AI aggression level gives a +2 modifier but I've not tested it. All I know is that whatever the modifier is, you have to work a bit harder to get them on your side.
 
i see, i thought it just made it more likely for them to want to go to war. of course that'd only be possible if they didnt like me.

i guess keeping them polite is doing pretty well! i usually have the worst habit of not caring if they liked me or not but ive been trying to be more interactive with the AI, trading etc.
 
Ironically, a more agressive AI makes the game easier for the player. The AI doesn't care for its REP and doesn't respect borders, so they will be far more likely to piss off each other, and end up being less likely to dogpile the human.
 
MAS said:
Ironically, a more agressive AI makes the game easier for the player. The AI doesn't care for its REP and doesn't respect borders, so they will be far more likely to piss off each other, and end up being less likely to dogpile the human.

well so far they all the wars in my games have involved me and at least one other civ. i'd say half the time they sign MAs with other civs, i then wind up doing the same to keep them from getting everyone on their side. i really dont like signing MAs but it blocks them from getting every civ against me.

ive had two games where one civ tried the dogpile strategy, the aztecs being one of the civs that tried this.

i notice they still sign plenty of ROP agreements with each other too.

they just dont respect MY borders, until i smack one of them around like a ragdoll.
 
Sir_Lancelot said:
What's that? What means the word dogpile?

In American football, it can happen a large part of a team jumps on a single person (the one who has the ball) this is called a dog-pile.

I found this image to illustrate: Dogpile

It is used as a figure of speech in Civ when a large amount of players declare war on one other. This is often the result of AI civs seeing someone as an easy target because a war with other civs made it weaker. The more civs are at war with a single other, the more likely it is civs who are not at war with them yet will join in the frenzy.

The strategy that involves creating a dog-pile on purpose (by creating an alliance against someone with a large part of the world.) is called "axis of evil strategy" because you can role-play it as you declaring your enemy as "evil" to get the whole world on your side.

The result of this strategy is also called a dogpile.
 
Here is an idea to help you out getting rid of the extra slave workers you dont want.

Did you know you can sell them to the other civ's? (Just move them to your capitol and they appear on the diplomacy/trading screen). You can get 20g each, and you also get help in terms of attitude. The other civs like it when you trade with them.

If you dont already do so , establish embassies and offer right of passage. They love that too.

I trade something with every civ every three turns or so. Even if its just gifting them the world map. Also it helps with your research in that if you get an extra 10 or 15 gold every few turns from ten other civs by selling them whatever you have that they want, they are less likely to attack you which disrupts your building of libraries and what all, and of course you have more gold so you can set the research slider a bit higher.

Or if you are in a war, you can use the extra gold to upgrade units a bit faster or rush some builds.

I think its wise to be really nice to all the other civs, until you are ready to destroy them.

And once you get so large that they hate you just because you are so big, then what they think doesnt really matter anymore anyway.
 
Ringo Kid said:
Here is an idea to help you out getting rid of the extra slave workers you dont want.

Slave workers cost no upkeep, they are themselve more valueble than what you can trade them for. Especially in large numbers!
If you have enough slave workers, you can join your native workers in yout cities and safe yourself some nice gpt upkeep.
 
Maybe, or maybe not.

What if you sell ten of your workers for 240 gold. Then that 240 gold allows you to increase your research slider and beat the AI to Nationalism, for example, and you then trade nationalism for a ton of techs, gold per turn etc. from all the AI civs.

In that case, perhaps the work that would have been done by the ten workers would have been of lower value.

You kind of have to look at your specific situation and decide how to best use your available resources to acheive your goal. I dont think there is any hard fast rule as to what is best in EVERY situation.
 
I dont think there is any hard fast rule as to what is best in EVERY situation.

The rule that a worker is worth more than24g comes close though.
 
Abegweit said:
I dont think there is any hard fast rule as to what is best in EVERY situation.

The rule that a worker is worth more than24g comes close though.

Nah, i just disbanded, yes disbanded, not joined, 20 workers in some game. 480 gold would have been more valuable to me. :)
 
I suppose if you have a realy large army of slaves, you already got rit of all your native workers (one way or an other) and everyting is railed an improved an you have more than enough slaves to deal with polution popping up, I suppose you could do other things with your slaves.

But when that happens in my games It usually no longer matters anyway.
 
what would happen if you captured and then sold back 50+ workers to a civ you were at war with once? basically that's an extra 50 GPT in unit upkeep enough to make a civ readjust their sliders.

would it make them mad? they were already furious with me so i have no way of knowing.
 
well it would be rather 25*(unit maintenance cost) so 25-50
here i consider that they are the laziest units in game.
 
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