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翻訳の問題を報告
Definitely going to grab that when it becomes available, getting around on the map faster would certainly make things a bit less whack a mole as they're sometimes want to become.
So instead of pumping out colonists could I for example in the city I just captured build a Heathen Temple instead?
Exactly, this will improve relations with that native faction (reduce hostility) as a percentage of city pop to total faction pop. If the faction isn't hostile, risk of rebellion is much lower.
When you have the 'Descend into Decadence' event and are given a chance to change government (and I suppose any other chance to change government after that as well), there's a list of clickable governments but no description of what they each do. I tried looking in the in-game help files, but didn't find anything there either. In fact, I keep having to come back to this post to remind me what they do!
Could you add some description of the government bonuses into the game (perhaps on hover), or a link to a descriptive helpfile from the objective?
Hey, sure, this is a good point! i've added a desciption of the effects to the game manual. You can now also directly call up the manual from the "change government form" objective description, since I put a link there.
It’s called Sacrifices to the Gods, 225 or 450 food, increases civil virtue. I only remember to do this when I get dinged some decadence once a year for failing to do it, haha.
Anyway, one of the other events under Governance and Policies requests that you relocate your capital. Which is fair enough since it often gets left back in the hinterlands as you expand.
But here’s the trick, if you relocate your capital the event for sacrifice to the gods is no longer possible. It just says you don’t have enough food even if you do. My guess is the event points to where your capital was originally and once you’ve relocated it the logic for the event fails. I relocated my capital back to it’s original location and the sacrifice works again.
Hi, I've tried to replicate this, but after relocating my capital city, the sacrifice still worked. Maybe you could send me a save file?
While in vanilla, hostages can only be recruited in conqured non-native cities to reduce unrest there if send over to a native city, this new brigade is recruited in our native cities.
It can be send to neighbouring factions to reduce hostility on arrival by a relatively large amount (well, a truce is still required for it to be able to enter a foreign city).
https://steamcommunity.com/sharedfiles/filedetails/?id=3331887303
However, that's only possible if that faction is already (or still) hostile; if not you'll have to use the envoy.
https://steamcommunity.com/sharedfiles/filedetails/?id=3331887035
Also beware,that you don'T send it to a weaker faction (i.e. an intimmidated one), because that will only mean self humiliation. Who after all would kneel before weaklings?
https://steamcommunity.com/sharedfiles/filedetails/?id=3331886708
Thus, this new brigade has a very dedicated role: reduce hostility with stronger hostile factions when you don't want to wait for envoys to do their job and can spare some manpower.
If the faction becomes a friend, it might even let the hostages go home. But if it remains hostile, it may as well decide to enslave them or worse...!
I feel it's time to share something again, an issue which has been brought up by @Iakovosian way back in september. I've picked this up and let it simmer a bit. The result of this is that I will include a new AI script in the next 1.2 update (for those who activate the "more resilient AI" game option).
Here goes the suggestion Iakovosian brought up in the MoMa commentaries, I just cite it because I couldn't describe it any better in my own words....:
So what have I done with all that?
I have implemented a daily check on all factions neighbouring the player, not being at war with the player and above -75 hostility (i.e. that usually means "no allies", "weak allies" or just "neutral"). It will trigger randomly based on the actual hostility of the faction. That means it is less likely to trigger for a friendly faction than for a less friendly faction.
When the script runs it will check all those factions' cities which are near the player faction and calculate if there is a player invasion force nearby as well as its strength. It will do the same for the AI's (current) defense force.
If the AI's defense force is inferior to the player's invasion force, then the AI will build new brigades - provided it has the recruits and money to spare, of course.
The new brigades will be assigned to a special "taskforce" which is specifically assigned to defend the city. And "defend" the AI will do much better using a taskforce than it would if I just dropped some brigades into the city. The AI will even send reinforcements from other cities in case the city is attacked, regardless (yes, I likely will make more use of taskforces in v1.2 :-)
I found this effectively helped the AI a lot in fielding appropriate defenses IN TIME before an imminent attack by the player, since the new brigades usually have enough time to draw recruits and gather strength. The AI will also not be allowed to disband the brigades, so they will hang on there and should make the AI a more formidable foe in case of war.
Ah, and yes! the AI will also notify the player with a message most appropriate to the situation and circumstances (hostility, intimidation...). But that's really just the sugar on the cake and rather cosmetic :-))
Huh, there are a lot of details I've tossed over, now. However, I hope this sheds some light how @Iakovosian's idea/observation has made it into my mod (...or indeed potentially any reasonable idea could make it into my mod). There have been more suggestions, but I found this one particularly satisfying to work on
(also kinda chuffed that my musings were neither too outrageous nor impossible to tackle)
Or maybe that's actually touching on a different question about AI navies and how they can react to the player better. I don't think I've ever seen an AI scout ship keeping watch so that its navies can better head-off invasion fleets.
Speaking of scouts, I'm guessing the AI doesn't have fog of war but needs to react to only what it sees / is nearby to stay believable. What if after issuing such a verbal threat, the AI sometimes sends a scout to the area of player troop build-up to ensure it can see that you actually move away?
Now a conditions that I described in my diary entry had been that the city in question is near the player's faction (i.e. near cities, forts, resource buildings, the script funtion I use doesn't consider brigades). In fact there already had been another condition that I didn't explicitely mention... full disclosure: the city has to be near the player faction OR it needs to have a "defenderthreat" and not be foggy.
defenderthreat() actually is a vanilla script funcion that seems to give a positive number if there is a threat to the city. However, the function doesn't say if the threat is coming from the player or some other AI (that's why the city has to be non-foggy to make sure the player has some brigades there). I'm also not sure how good it actually works, but it's better than nothing.
Anyway, thats the second alternative condition and I believe together with the already mentioned condition that the faction needs to have been already discovered (and be either non-hostile or have a truce) I hope this is enough to reduce the number of factions and cities the script needs to run on.
So, yes, the Sicilians and Illyrians will greet you appropriately :-)
I'm thinking about if it would be possible to create a similar script for coastal cities and navies....
The main problem with AI scouts is, that I believe me as a modder I cannot actually check, what the scout would be able to "see" if it was a player scout. The vanilla script function isfoggy() gives a return based on if an entity is foggy fro the player, and only from the player's perspective. That being said, AI actually "using" scouts seems a bit impractical (but I'll be keeping it in the back of my mind).
If you're not (or no longer) intending to attack the AI faction, then their scout doesn't do you any harm - but if you happen to attack their scout (out of frustration, or to 'hide' your troop movements), then suddenly you're at war and that gives the AI even more reason to prepare their garrisons.
Ship scouts are something different again - I was just thinking how common it is to send an invasion fleet and completely bypass the AI's patrolling combat fleet, and how cool it'd be to come across an AI scout a bit further off the coast and get the impression that they're looking out for your movements. Maybe even their patrolling fleet could react to you being near their scout, but as you say it's a bit harder to know when that happens.
Anyway, tuppence-worth duly given. :-)
All in due time... :-) But so much I can tell already: