1/ Calvary AI defense
I play on monarch and it seems the calvary AI defense is way too high. As much as 50% will one of my calvary die to a AI calvary when I attack or get taken down to one HP and just scrape thru as the victor. It just feels out of whack, and is very annoying.
2/ Right of passage agreements
The AI will make ROP with any other AI they are not at war with, but to make one with me I need to be at war with a like civ or they want way too much just to start a ROP. Eg. There is a civ who keeps sending their units thru my borders cos there is a civ they are fighting on the other side. I offer them ROP, but they want a thousand things in return, and they are getting the better deal already. As I am sick of having to demand withdrawal every single turn!!
3/ Trading workers
What is the rule for this? I have determined that you need the worker in your cities doing nothing to show up for trading, but this is not always the case. I have had lots of workers in my cities, mine and captured ones, but there seems to be no pattern to them showing up in the trade screen!!!
4/ Captured workers (0 gold)
Look in the military adviser. What does the gold bit mean?? Featured not implemented? The gold never changes from '0 gold' and I do not know what it means anyway.
5/ Deposed cities
It was said that 1.17f patch was supposed to stop deposed cities when you had over 6 units in them. I lost 3 whole armies because of this. So does 6 units stop this? Or just dramatically reduce. Ie is their still a chance of culture flipping with 3 armies garrisoned?
6/ Governors
OK. I realise the control happines ones are the only thing that seems to work to good effect. BUT something I find very annoying. Because maximise production don't work as it should (or maybe because Firaxis have different ideas of how it should work cos they said it was not broken) I turn it off when my city reaches pop 12 without a hospital cos I have surplus food and want to maximise production. Why does turning off 1 governor (this might only be for your capital I think) override the 'use this governor for all new cities' flag!!!??? It is annoying because I forget to then turn on the governor when I capture a new city and it ends up revolting. If I have 'use this governor for all new cities' flag selected it should stay in effect when I turn off a governor for one selected city (I only know this happens for your capital as that is the city I usually govern myself).
7/ Leaders
Is there a rule that warriors cannot become leaders? Is this to stop leaders developing to early in the game? I have had some elite warriors who have won countless battles and never seen one become a leader. However, if this unit was a swordsman I have no doubt it would have become a leader.
8/ Trading luxuries
OK I understand we all know that the AI wants everything and the kitchen sink for whatever you want, but....
Get rid of this dumb rule where they are more than happy to trade one luxury for one of your luxuries for 20 turns. But after the 20 turn expiry they want more and more. If they are happy to trade right from the start why should you have to give them double the next time the trade expires?? Its not like they are losing out of the trade. In fact, the AI should be trying to keep a trade going with someone who has honoured that trade for so long.
I play on monarch and it seems the calvary AI defense is way too high. As much as 50% will one of my calvary die to a AI calvary when I attack or get taken down to one HP and just scrape thru as the victor. It just feels out of whack, and is very annoying.
2/ Right of passage agreements
The AI will make ROP with any other AI they are not at war with, but to make one with me I need to be at war with a like civ or they want way too much just to start a ROP. Eg. There is a civ who keeps sending their units thru my borders cos there is a civ they are fighting on the other side. I offer them ROP, but they want a thousand things in return, and they are getting the better deal already. As I am sick of having to demand withdrawal every single turn!!
3/ Trading workers
What is the rule for this? I have determined that you need the worker in your cities doing nothing to show up for trading, but this is not always the case. I have had lots of workers in my cities, mine and captured ones, but there seems to be no pattern to them showing up in the trade screen!!!
4/ Captured workers (0 gold)
Look in the military adviser. What does the gold bit mean?? Featured not implemented? The gold never changes from '0 gold' and I do not know what it means anyway.
5/ Deposed cities
It was said that 1.17f patch was supposed to stop deposed cities when you had over 6 units in them. I lost 3 whole armies because of this. So does 6 units stop this? Or just dramatically reduce. Ie is their still a chance of culture flipping with 3 armies garrisoned?
6/ Governors
OK. I realise the control happines ones are the only thing that seems to work to good effect. BUT something I find very annoying. Because maximise production don't work as it should (or maybe because Firaxis have different ideas of how it should work cos they said it was not broken) I turn it off when my city reaches pop 12 without a hospital cos I have surplus food and want to maximise production. Why does turning off 1 governor (this might only be for your capital I think) override the 'use this governor for all new cities' flag!!!??? It is annoying because I forget to then turn on the governor when I capture a new city and it ends up revolting. If I have 'use this governor for all new cities' flag selected it should stay in effect when I turn off a governor for one selected city (I only know this happens for your capital as that is the city I usually govern myself).
7/ Leaders
Is there a rule that warriors cannot become leaders? Is this to stop leaders developing to early in the game? I have had some elite warriors who have won countless battles and never seen one become a leader. However, if this unit was a swordsman I have no doubt it would have become a leader.
8/ Trading luxuries
OK I understand we all know that the AI wants everything and the kitchen sink for whatever you want, but....
Get rid of this dumb rule where they are more than happy to trade one luxury for one of your luxuries for 20 turns. But after the 20 turn expiry they want more and more. If they are happy to trade right from the start why should you have to give them double the next time the trade expires?? Its not like they are losing out of the trade. In fact, the AI should be trying to keep a trade going with someone who has honoured that trade for so long.
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