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Singleplayer. Huge map with 20 players, plenty of ocean. Emperor difficulty, with RomanHoliday's AI mod (AI civs much more aggressive and better at fighting).
Won in ~315/500 turns ~1920 AD after participating succesfully and with first place in 5 emergencies (30 points), winning some Aid Requests also in first place, Statue of liberty and some points through votes. Also lost -4 points due to one vote.
Feel free to share as many details as you like, I love reading about others' experiences and really wish to improve the game for good
I played on a single player map as the cree, standard size and standard speed with 8 players because any bigger map size and player count would be really heavy on my computer. I played with prince with no mods that change the AI. I ended up not getting a diplomatic victory but a culture victory turn >350 despite having around 2000 Diplomatic favor at my highest.
1. No Emergencies were called over the course of the entire game- I even tried to bribe weak civilizations into declaring war to their warmongering partners to Jump start an emergency by siding with the weaker one. The random nature of emergencies leave a lot of room for disappointment.
2. This did change my play style- I tried to settle a city on every continent in the case an emergency started. This made Gold much more important to my victory as I tried to settle on a continent and buy a land unit for quick access to emergencies. Culture and science are still just as important
3. I had about 2 mods that added another source for diplomatic victory points. The great diplomats mod synergizes well because the great people are gained through the diplomatic quarter and diplomatic policy cards. They give out gold, and some can even spawn units- or give you diplomatic victory points flat out in the modern era. The other was Leugi's wildlife mod, which has a policy card that gives you +1 diplomatic victory points for every new fauna you protect with a preserve. Despite having extra sources of DPV I still fell short of the threshold due to the lack of emergencies.
4. This really switched up the playstyle of the diplomatic victory. For me, I had an inter-continental empire that prioritized preserving the natural environment (no fossil fuels, renewable energy, carbon recapturing and protecting local fauna), with a military economy that relied on gold as opposed to production. Monarchy, influence, envoys, and diplomatic policy cards all helped this.
5. I definitely built a world police, however no emergencies were triggered, so if the civilizations choose not to go to war then the world police was essentially innate. This caused me to sabotage weaker civilizations and giving expansionist civilizations money to jump start wars- I was a firefighter that deliberately caused fires so I could put it out.
Overall, really interesting mod. The base game is too flimsy when it comes to how and when emergencies are declared. It's a feast or famine. RomanHoliday's AI mod seems mandatory. I think it's pretty interesting how we both had completely opposite experiences.
I suggest maybe a peacekeeper unit that can be produced or brought with gold- this peacekeeper unit could have promotions that give you diplomatic favor or victory points. Maybe have the peacekeeper unit be able to enter foreign territory and build an international office/headquarters tile improvement on foreign territories? Something like, one headquarters improvement in every civilization in order to cement your status as world police.
Our experiences were indeed very different. Map size and type counts, number of players counts, difficulty and player aggressiveness counts. For example, I had a test on a map with lots of water and I spawned on a Britain-like island, and won; I had another on a pangea map and spawned inland, far away from water, and that was impossible.
As you understood my mod tries to improve something that's already very broken. It also introduces a kind of interplay between players that is not really present in other victories and is also difficult to get with AIs. Multiplayer with friends, I think, is where this mod could shine brighter.
In fact, it makes the victory dependent on other player's actions more than your own. There's no fire to extinguish if no one lights it first, like you said.
I was thinking with other people some solutions to improve the victory. We were thinking about extra objectives to reach, improving the World Congress, introducing the Peacekeeper unit, etc.
In my first game I won, I reached 50 Diplo VPs; but I had witnessed a genocide, I couldn't attack two players because they were too advanced, I never set foot on a whole continent. But I still won with 50 points. Can I say I'm the peacekeeper of the world? Didn't really feel like so, after leaving behind a lot of unresolved wars, too. Unfortunately, if the game had a mechanic where wars have demands, and one neutral player can make the parts negotiate, that would be really awesome and a true diplomatic gameplay.
So, for the target objective, I was thinking of adding something on top of reaching the target points, which feel like an arbitrary amount to reach with no meaning. I was thinking that reaching the target points could be a prerequisite to then do something else, like "candidate as Secretary General of the World Congress" in order to achieve the victory.
For the World Congress, I was thinking with others that maybe voting resolutions could be updated to make more sense, like providing buffs that help player that lag behind or debuffs to players too far ahead. Also add more "neutral" emergencies (do not require wars) like helping with famine, etc. Could also fix the snowballing problem this way.
Peacekeeper units were a thought, but couldn't manage to implement because I couldn't find a role for them, aside from being just a unit with buffs. Maybe if I can make that unit interact directly with the victory condition, that would make it useful.
These were my plans and thoughts. Again, thanks for your detailed feedback!
Let me know more if you decide to play again!
All of your plans are great. Target objectives should be implemented because that would change a lot. There definitely needs to be a "finishing step" after you reach the threshold. Unfortunately I can't contribute anything of value, because I can't think of anything other than a special project/building/wonder or a "World Leader Election" Emergency
Aid requests are also worth looking at. They're overwhelming and more common than emergencies (which should be the main source of victory points for becoming the world's police, instead of sitting back and completing send aid projects). the rest of the non-violent competitions only offer 1 point as a reward and the same should be done with the aid requests, especially if you're going to lower the points threshold. Climate Accords should keep their 2 point reward, though.
I think a famine emergency would be a good idea and should be easy to implement. Emergency Score points could be earned by having granaries, water mills, aqueducts or harbors + a project for points at the cost of a growth penalty while the send aid project is being done.
I've actually tried to rework the victory myself in the past, but it fell short. At the very least, I did notice that there are two unused emergencies in the game's database. One around Settling cities too close to another player(?) and the other on Spying.
Map size: large with 16 civilizations instead of 10.
Map type: Small continents with low sea level. 5 Civilizations on one big continent, 2-3 on a couple semi-small continents. Only 3 civs (including me) spawned on their own separate island.
Emergencies: 3 Aid requests. 1 religious emergency. 2 military emergencies. 1 city-state emergency. (Another military emergency was called however I was not party to the emergency). I also had an incentive to liberate conquered Capitols as they would trigger more emergencies down the line. The AI kept razing cities as opposed to conquering them thus not triggering any emergency.
Built statue of liberty, protected local fauna, researched the future techs and Civics, 3 emergencies and 3 aid requests. A small bit of competitions I also lost and gained several points from the world congress. I scored 1st place in all the scored competitions, frequently where i was the only one participating.
Late game AI makes the game stall mid-game as the civilizations aren't equipped to tackle Renaissance and urban walls, triggering no emergencies. Would-be victim civs also get free military technologies, thus giving no opportunity for the player to swoop in. Late game AI would theoretically increase the chance of a nuclear emergency occurring.
I played as... the Thule! I colonized the arctic to expand my zone of influence, selling copies of whales for extra gold. Stationing outposts in the snow next to warmongering civilizations. I almost gave up on the game halfway through, until the AI remembered how to capture cities. I also liberated a dead civilization, but it wasn't as fun as I thought it would be as it wasn't spontaneous as an actual emergency.
Thule's unique bonus let me colonize the land that no other civ would. The diplomatic victory, now, relies on colonization (loyalty and naval units), and gold, as military emergencies are now the most common source of DP.
I won on turn ~365, roughly at the early 20th century because I kept putting off the aid requests in favor for an emergency because those are more fun.
https://imgur.com/a/8yyz2Za
Feedback: I definitely did feel like the police of the world, as I was waiting to strike at any civilization that would dare to capture another city (but instead they'd raze the city). Anything that could possibly increase the likelihood of an betrayal or nuclear emergency would be great, as those seem really fun. (Like giving civs nukes, or an incentive to betray allies). Aid requests were the most boring portion of the victory as I was usually the only one participating, netting me free victory points.
Military emergencies are the most common, with city-state emergencies somewhat common as they mostly get conquered pre-medieval era. I think a new emergency type, along with making the nuclear and betrayal emergency more accessible by the game would go a long way for the victory. Probably a harder difficulty or Late game AI could make a nuclear emergency more likely, or having ghandi in your game. Betrayal emergency? Beats me- unless you delete your army and go against your allies agenda after their alliance expires. I actually allied with Scythia for this purpose, but I won before I could burn any bridges.
Any mods that would make a city state stronger or weaker would make emergencies more common or less. Same goes for mods that make city walls weaker and more disparity in technology between civs.