Sid Meier's Civilization V

Sid Meier's Civilization V

Civilization IV Diplomatic Features
 This topic has been pinned, so it's probably important
Putmalk  [developer] May 17, 2013 @ 10:02pm
Version Notes (Complete)
Version 11.0.004 (released 3/13/16 1:30 PM EST)

Bugs
  • Fixed major bug where you could not select proposals in the World Congress (weren't being read from XML correctly).

Version 11.0.003 (released 3/12/16)


General
  • Revoke Vassalage carried over from Community Patch
  • World Congress: Vassal Maintenance changed to Revoke all Vassals from Community Patch
  • Free Diplomat in Vassal Capital for masters from Community Patch
  • Small levy of units on era change for masters from Community Patch
  • Masters now receive a +33% tourism bonus against their vassals
  • Vassals can no longer be considered for Choose Host or World Leader – but they still become host of the World Congress upon founding it.
  • Death of a Vassal's unit inside his territory now counts for failed protect score
  • Death of a Vassal's unit inside enemy territory no longer counts for failed protect score
  • Notifications related to Vassalage have received an upgrade to be more descriptive.
  • New notification: Vassal is ready to be liberated.
  • Upon capitulation (forced vassalage as part of a peace treaty), the new vassal will reset negative diplomatic modifiers similar to civ resurrection. Voluntary vassals are not affected by this.
  • You can declare war on your vassals, but other teams cannot declare war on your vassals. This provides two options of breaking vassalage: declaration of war, and peaceful liberation (see Vassal Liberation section).
  • Extended range of failed protect score near vassal cities to 3 hexes away.
  • Added a new Vassalage Overview – see the Vassalage Overview section
  • Technology Trading has been moved to Scientific Theory
  • Map Trading moved to Military Science
  • Civilopedia updates for Vassalage to account for new changes

AI
  • AI Vassals can denounce their masters – the weight is determined based on how well you've treated your vassal.
  • AI Masters will never denounce their vassals
  • Retooled AI evaluation on the following:
    • Wants to capitulate
    • Wants to become your voluntary vassal
    • Wants to end vassalage with master
    • Wants to accept human's bid to end vassalage
  • Now evaluate a few flavors (expansion, offense, military training defense, culture, wonder) when determining whether a vassal wants to become a voluntary vassal or not.
    • For example: Ramesses is 22, Enrico is 10, Shaka is -34, Attila is -14
    • Note to modders: if you delete those flavors, then the flavor mod difference for that flavor is 0
  • Common sense evaluation: If an AI is going for diplomatic victory, and the United Nations has started, then they will never accept voluntary vassalage and will attempt to leave vassalage immediately.

New Feature: Vassal Overview
  • In an effect to provide a unified and easy to manage screen for all things related to Vassalage, I have created the Vassal Overview
  • If you have vassals, you can select each one individually to receive more details about them
  • The Vassal Overview provides a concise description of the type of vassalage, how long the vassalage has lasted (and the turn it started) as well as helpful tooltips to provide more meaning to things that can be unclear to the player.
  • On the left side of the Vassal Details box, you can see basic stats (similar to the top panel for your own civ) for your vassal. You can also see what tech they are researching, and how long
  • On the right side of the Vassal Details box, you can set your vassal taxes and view details on how they view your vassalage and why they feel that way. You can also liberate your vassal (when applicable, see Vassal Liberation section)
  • Also updates when you are a human vassal to display details about your vassalage to the master (you do not get such a detailed view)

New Feature: Vassal Taxes
  • You can set vassal taxes on intervals of 5% (from 0%-25%).
  • Vassal taxes are applied per vassal, but distributed evenly amongst teammates.
  • Vassal taxes are calculated at the beginning of the vassal's turn and are a percentage of their gross (positive gold) income.
  • The heavier you tax a vassal, the more they will hate you.
  • AI teammates will never set taxes for human players.
  • AI opponents will set taxes based on a number of factors, including how much they like you, and how both of your financial situations are.

New Feature: Vassal Liberation
  • Masters can now liberate their vassals after a certain period of turns (50 turns on Standard).
  • Liberation of vassals acts as a peaceful removal of vassalage, and grants a huge positive modifier for liberating a vassal
  • You may liberate vassals when eligible through the new Vassalage Overview
  • You may request independence from masters through the new Vassalage Overview
  • AI masters will liberate you if they like you, and they do not deem you a threat to them
  • This is not the same as resurrecting a player, so you will not receive a reset in negative diplomatic modifiers.

Bugfixes
  • Fixed a bug where voluntary vassalage was not being correctly set
  • Fixed a bug where you could call the LUA function DoBecomeVassal() with invalid civs (for example, could set a civ to be a vassal of itself)
  • Reversed the function for canBecomeVassal() to be actually sane. This mostly affects modders:
    • Team1.canBecomeVassal(Team2) now checks if Team1 can become Team2's vassal, was Team2 can become Team1's vassal
  • Added new function CanMakeVassal() which is simply the reverse of CanBecomeVassal()
  • Fixed issue where DealAI did not send offers to revoke human vassals
  • Bugfixes contributed through Community Patch project

UI
  • Complete pass on tooltips on the Diplomacy Trade screen related to "Vassal State", "Capitulation", and "Liberation" in an effort to provide more clarity to the player

Version 7 (released 6/17/13):

General
  • Map Trading now available at Astronomy (back from Navigation).
  • Vassalage now available upon entering the Medieval Era (previously available at Guilds). This setting can be changed in the SQL files (table: era).

AI
  • AI now makes the following trade offers (to the human and other AI):
    • Map Offer: We want to buy your map from you
    • Tech Offer: We want to buy a technology from you (will never select a technology it's already researching, or researching too many turns)
  • Added check to make AI less likely to denounce their Master
  • Vassals will always vote for their Master in the U.N. elections. (Humans not bound by this restriction)
  • Further reduced and simplified deal evaluation of Tiles
    • Initial plot value now based on terrain type:
      • Ocean/Snow: .1 Gold
      • Mountain/Coast/Tundra Tiles: .5 Gold
      • Hills/Desert/Plains/Grassland Tiles: .75 Gold
      • In the event a terrain type cannot be found (due to modder's addition), the plot's value defaults to .2 Gold.
    • Plot modifier based on feature type:
      • Natural Wonder: 1000% (.75 Gold = 7.5 Gold)
      • Ice: 0% (Worthless)
    • As the case since Version 6, plot value is reduced based on the number of civilizations that have seen this plot (therefore, unique plots are worth more). New in Version 7: this modifier cannot be less than 50%.
  • Tweaked Tech deal evaluation.
    • Changed evaluation of modifiers. Before, they would be multiplicative (1.5 1.25 = x1.875 tech cost). Now, they are additive percentages (10% + 20% + 30% = 60%, 60% additional tech cost).
    • New Unit: +10% (nuke + 25%)
    • New Improvement: +20%
    • New Building: +10%
    • Increase Improvement Yield: +25%
    • New Project: +25% (Manhattan +50%)
    • Allows Embark: +5%
    • Cross Oceans: +10%
    • Change Embark Move: 5 * number_moves_changed%
    • Enabled Map Trading: +10%
    • Reveals Map: +50%
    • Enables Tech Trading: +10%
    • Enables Research Agreement: +10%
    • Enables Embassies: +2%
    • Enables Open Borders: +5%
    • Enables Defensive Pacts: +5%
    • Enables Bridge Building: +5%
    • Tech Formula is (turns_left * 30) * (era ^ 0.7). Ancient Era = 1, Classical = 2...etc.
    • Example: 6 turn Civil Service ~= 543 gold
  • Small positive modifier for voluntary vassals; capitulated vassals remain the same.
  • Tweaked warmonger evaluation: declaring war should have less warmonger weight, but capturing another civilization's capital will increase the warmonger score to make up for it. This should correctly identify Domination pursuers as warmongers while allowing other players to declare war a little more without becoming warmongers. The warmonger value was halved, so it should take two declarations of war to previously hit the same warmonger score as before.
  • No warmonger penalty for declaring war as a vassal (since you can't control it).
  • No warmonger penalty against a master from his vassals.
  • No common foe diplomatic bonus for a master from his vassals.
  • Civilizations will not fear your acquisition of multiple vassals if they haven't met that vassal yet (don't know you have them)
  • Increase Guarded approach weight when you have multiple vassals (each vassal increases the multiplier)

Gameplay
  • Voluntary vassals can now leave vassalage after 10 turns. (capitulated (wartime) vassals can not until 50 turns) This is still subject to a declaration of war by the master.
  • New Game Option: No Tech Brokering: Cannot trade a technology that you have not researched yourself.
  • Increased the per-pop exponent for Vassal Maintenance from 0.6 to 0.9. This means a 15 pop city that previously cost 5 Gold to maintain now costs 11 Gold to maintain. As before, it's more economical for your Vassal to have Tall cities rather than Wide city spread: One 20 Pop city costs 14 gold maintenance, while four 5 Pop cities cost 16 Gold maintenance.
  • Increased the Culture bonus from Vassals from 20% to 33%.
  • Master exerts 33% more Religious Pressure on vassal cities.

UI
  • Distinction between voluntary vassalage and capitulation on the trade screen. Voluntary vassal is now referred as "Vassal State" and capitulation remains "Capitulation".
  • Display the "Grant us independence or else!" button regardless of whether or not the human can actually end the vassalage. If he cannot, provide a reason why.
  • Notification when entering the Medieval Era that you can now create vassals.

Bug Fixes
  • Disabling the Policy System (via scenario or World Builder) will now correctly eliminate culture gained from Vassalage (previously, the bug made disabling the Happiness System affect this instead).
  • Civilizations who become another civilization's vassal now automatically makes peace with their Master (a complicated series of events allowed Vassals to declare war on their new Master)
  • Civilizations who are a vassal can no longer declare war under any circumstances (the exact blockage was moved to canChangeWarOrPeace(). This also disables the button from view when the human is a vassal and is talking to a leader.
  • Clarified the Vassal gold per turn text: now reads "Vassal Maintenance", not "Vassal City Maintenance". This is because the vassal's unit maintenance is also factored into the calculation.
  • Correct notification displayed when ending vassalage.
  • AI Teammates will now always share opinion of another leader with you, no matter the circumstance.
  • Made sure every instance of why "Capitulation" is grayed out to the player is taken care of and displayed to the user on the Trade Screen. Possible reasons include:
    • AI or Human is already a vassal
    • AI doesn't want to become Human vassal
    • Human Vassalage is disabled
    • Vassalage is disabled
    • Too early to become vassal again
    • Vassal has no cities or population (which would cause a crash - only happens if you make a civilization your Vassal when Complete Kills are active)
  • Corrected an issue where capturing an enemy city while you have a vassal was incorrectly increasing the vassal protect score when that civilization was far away from your vassal. Now the increment should only occur when the captured city is close to the vassal.
  • Corrected error where diplomacy window would display (WAR DECLARED!) when the AI accepted human request to leave vassalage. This was caused by a UI state issue causing it to pass AI_DECLARES_WAR instead of RETURN_TO_ROOT.
  • Fixed a bug that prevented an AI from wanting to voluntarily capitulate. You should notice weak AIs near your borders wanting to become a voluntary vassal.
  • Corrected issue where top panel would incorrectly display the player receiving culture from Golden Ages when in fact not ( would display Vassal culture)

Version 5 (released 5/18/13):

Due to an unresolved issue, Version 5 will break existing saved games.

AI
  • Technology formula has been updated. Technology cost is now (on Standard) 30*turnsremaining * era^0.7 (era being a number from 1-number of eras). For example, a 15 turn Civil Service would cost (30*15) * (2^.7) = 731 gold.
  • Technologies should average around 300 - 800 gold for each tech, depending on how fast a player's research is. The higher your science per turn, the cheaper your techs will cost.
  • Updates to AI evaluation of Technologies (While trading technologies)
  • If a tech rewards multiple embarked move changes, for each move change increase, the AI will evaluate the tech higher. (This would only affect modded Technologies.xml's)
    • AI now values technologies that provide the following benefits:
    • Enables Embassies - +10% (up from +0%) (Writing)
    • Enables Open Borders - +25% (up from +0%) (Civil Service)
    • Enables Defensive Pact - +25% (up from +0%) (Chivalry)
    • Reveals the entire World Map - +100% (up from +50%) (Satellites)
    • The AI had previously evaluated other benefits, and they have remained unchanged
    • Access to Manhattan Project - +100% (up from +0%) (Atomic Theory)
    • Access to nuclear units - +50% (up from +0%) (Nuclear Fission, Advanced Ballistics)
  • Technologies that are repeatable (default Future Tech) can no longer be traded.
  • AI will weight the power of Aircraft 30% more than before. This will be used to determine military strength.
  • Updates to AI valuation of World Maps. They should be more affordable and smarter.
    • Please note that percentages are multipliers. 50% of 1 is 0.5. 200% of 1 is 2.
    • Initial tile value starts at 1 Gold. (down from 2 Gold).
      • Grassland (125%, up from 100%)
      • Snow, Mountain, Ocean: (10%, down from 50%).
      • Marsh: 75% (down from 100%)
      • Oasis: 150% (up from 100%)
      • Flood Plains: 125% (up from 100%)
      • Coast: +125% (up from 100%)
      • Resources: 200% (land), +250% (water)
      • Coastal Land: +125% (up from 100%)
      • Natural Wonder: 1000% (up from 500%)
      • Friendly Territory (125%, down from 150%)
      • Ice: 0% (down from 100%)
    • If you want to get your map value high, you'll want to:
      • Chart the coastlines of islands, continents, etc.
      • Chart many Natural Wonders before your foes
      • Explore meaningful land that reveals resources, or good settling spots!
    • To calculate a plot's worth, multiply it's multipliers by the initial plot value . A few examples:
      • Grassland w/ Resource: (1 * 1.25 * 2) = 2.5 gold.
      • Desert Oasis: (1 * 1 * 2) = 2 gold.
      • Grassland Coast w/ Resource: (1 * 1.25 * 1.25 * 2) = 3.125 gold.

Bug fixes
  • Should now be able to demand World Maps from an AI (previously they would always say the offer was too much).

Diplomacy
  • Afraid AI's will always accept a Share Opinion request.
  • Added new 20 turn buffer period after meeting a new civilization before they will accept a Share Opinion request.
  • When you have a Declaration of Friendship with another civ, the "Demand" option is replaced with "Request Help".
    • Request Help works almost identically to Demand with some noticeable differences:
    • You will suffer no diplomatic penalty when requesting help
    • The AI will judge your demand based on the following ratios:
      • their gold/your gold
      • their gpt/your gpt
      • their science/your science
      • their happiness/your happiness
    • The higher these ratios are, the more likely the AI will accept your request.
    • Demanding/requesting technologies will not be possible as of this time. In a future update, there may be changes to the way AI handles technology demands/requests.
  • AIs whom you have a Declaration of Friendship will occasionally offer to provide help to your civilization, depending on your situation.
    • AIs with a higher Loyalty rating will be more likely to offer gifts.
    • Gifts can be gold, luxuries, or technology (in a future update, they may also gift strategic resources).
    • AIs will only offer if they are in better shape than you are. Thus, on lower difficulties it is extremely unlikely the AI will offer help.

General
  • Scientific Revolution: Boosts Science gained from research agreements by 50%. If Tech Trading is active, will provide a 25% discount on all tech purchases.
  • Porcelain Tower: A Great Scientist appears near the City where the Wonder was built. 50% more Science generated from Research Agreements. If Tech Trading is active, the Porcelain Tower will increase Science generation in this city by 25%.
  • In a future update, there will be two options "Enable Tech Trading" and "Disable Research Agreements". These policy effects will be dynamic depending on the system.
  • Updates to Teams
    • Players on the same Team will no longer be able to trade Technology between each other
    • Players on the same Team will no longer be able to trade Maps between each other (affected computer teammates offering you map trades)
    • AI Players will always be Friendly with their teammates.

Miscellaneous
  • When sharing opinion, should stay on the same screen (reduces amount of clicks needed to share opinion with multiple leaders). (Removed for Version 5)

MODDING
  • The multiplier and exponent for the tech valuation formula can be modified by changing the numbers in the SQL file of the mod.
  • Please note all changes are modular, so if you change the Technology Tree, the AI will still value the techs as they should.
Last edited by Putmalk; Mar 13, 2016 @ 10:37am