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My added suggestions would be:
1) "cred" you get for "praising" another civ is multiplied upwards (e.g. x 1.2) if you are doing things the target civ appreciates (freeing captives that belong to them, giving them money or trade items when they beg... er, I mean ask, choosing the polite dialogue options when talking to them, etc.) The multipliers shouldn't be much since they could stack on quite a bit.
2) "cred" is multiplied downwards (e.g. x .8) if you've recently done things the target civ doesn't appreciate (keeping one of their captives as a worker, refusing to help when they ask for money or items, being rude in dialogue choices, etc.) These multipliers should also stack for each instance within, say, a 10-turn period in a normal length game. Also, a civ in "guarded" status vs. you will multiply the cred downwards steeply (e.g. x .25) so that a player cannot simply "praise" its way quickly out of guarded status with other civs. (You could do it, eventually. But it will take so long that chances are something else you do will affect the other civ's opionion of you far more profoundly.)
3) Praise option should not be available to you when the target civ drops into "hostile" status with you. Edit: and, of course, obviously not available when you are at war with the civ. Now that I think about it, it shouldn't be available during the enforced 10-turn peace treaty as the target civ is likely to be in a bad mood at the time and not receptive to any flattery.
On a lucky chance, helping protect a City State from attack will impress the other civ.
(Maybe getting rid of the ability to put boats inside your city.)
Merging, if a City State loves you ALOT they will merge their city with you. Upside: Happyness. Downside: Very expensive.
Being able to trade with city states.
Being able to buy land from other civs and city states.
Protecting a City State from attack will impress other Civs and City states and give them the appeal that your trust worthy.
1. Seperate +'s each time you give an ally aid
2. Purchase +'s to relations with gifts of cash or luxuries (the + depending on the amount much like city states) (on a side note it would be great if the game would slightly lessen the amount of gold needed to win over city states)
3. Include an option for foriegn embassies. After you make a DoF, make it an option to create mutual foriegn embassies. This would be a + to relationship and you could even include random events based on embassies. Embassies would give you sight of their capital and what their producing in it. Embassies might also offer a bonus to the percentage of gold from open borders and DoFs.
4. Like city states, a nation could give +'s to relationship based on the amount of aid in a battle. You killed 1 unit in the ancient age you get a +; you killed 3 units in the classical age you get a +; so on and so forth. (Those numbers are just an example.)
5. Give a + for gifting units. (This + might also depend on the age and amount of units)
6. Give a + for the renewals of alliance or DoFs. In other words, the longer you've been friends, the greater friends you'll become.
Ps: this all looks like great work so far. I can't wait for all this to take effect. Its always been frustrating for me as a player when I build up a rich empire based on trade and canny alliances just to have it all blow up in my face in later ages because the diplomacy AI is icompotent. I could be trading three major resources with a neighbor and ally, selling them strategic resources with a research agreement to boot, and they'll suddenly inexplicably denounce me and refuse to renew an alliance because one of our former mutual alliances denounced them, so now I'm friends with the enemy or some nonsense. Anyway goodluck!