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In non-modded game you get Open Border with City-States through (and this is what I meant with that statement):
- early in the game before researching Early Empire Civic
- being Suzerain
- Gunboat Diplomacy Policy Card
- playing as Joao III (Portugal)
But honestly, since this mod doesn't work like vanilla, and actually prevents you from declaring War on Allies' City-States, I think allowing to cross the Borders of their City-States should be possible. I'll see if we can mod that on an individual basis for City-States.
* When a capital city flips to a Free City due to Loyalty losses, this mod does not provide a null reference error
@Zegangani feel free to include this in your mod if its to your liking.
Yeah, I don't think it's possible to mod that out. I mean stopping AI to make such Plans if they cannot execute them.
I love this mod, especially since I enjoy the change of game-pace the city states give. Buffer between major civs, bonuses, trade, etc. Thank you.
Just wondering if it affects friendship at all, or just alliances?
I'm allied with Lady Six Sky and Gitarja and they both have 7 envoys in a CS, which means neither is the suzerain, but yet I can't declare war on the CS. It says that "war is possible in -325 turns." Is this the mod doing that, and if so, is that intended behavior?
I use this mod, and I don't have this error.
stack traceback:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2471438367\Real_Allies.lua:30: in function 'RefreshSuzerainedCSsProperty'
[C]: in function 'func'
[C]: in function '(anonymous)'
stack traceback:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2471438367\Real_Allies.lua:30: in function 'RefreshSuzerainedCSsProperty'
Lua callstack:
Runtime Error: C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2471438367\Real_Allies.lua:30: attempt to index a nil value
stack traceback:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2471438367\Real_Allies.lua:30: in function 'RefreshSuzerainedCSsProperty'
[C]: in function 'func'
[C]: in function '(anonymous)'
Also station allied planes on airfield sounds good
Worst thing is, the alliance ended and was restarted, I hoped that'd flick its switch. But ya simply ceasing war (is that something mods can do ?) or just stopping them attacking once you become an ally would be awesome.
There is maybe a worry about abuse though, people could just create an ally or become a suzerain to get out of a CS being destroyed..hmm. Tough decision!
It was Ayathussa too. Who destroys that. Bloody Alexander, the nutter.
Thanks for the Info!
Cheers for your awesome mod
Modding AI Civs so they weigh their Options/Possibilities would require an overhaul for the whole diplomacy, which isn't impossible, but an immense lot of work (the DLL could help a lot here), that I don't think any Modder is willing to do/think it's worth it, considering the current state of the Game.
But I wouldn't bet on Civ7 to be better in that regard, even if its Diplomacy is way better than Civ6's. It's still an AI Issue, which is/was always a Pain in all Civ Iterations (excluding Vox Populi an such AI Mods).
Yes, it is fixable, and actually in the same way that this Mod works (preventing fiends from Attacking your Allies or vice-versa). But I think AI would suffer from this, since it wouldn't be able to declare Wars how they want (they have other (AI) friends and Allies too), hence, I'm not sure if it would be a good or a bad thing for the AI. And despite that, I'm not sure if many People would want that.
In Any case, all of that can be resolved with options in the set-up menu, but it would require a lot more time and effort (tests) than this Mod did.
Since it is a flaw in the game itself, would it be wise to fix it without access to source DLL's?