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No, they don't offer cities by themselves. They accept trades w/ cities, but I never saw AI trade or offer them to the player.
I would say that AI still quite silly at calculating cities' value, but with this mod I could gift a useless city to other AI or trade/swap a city with my friends in online game (given that you both have this mod). So I wouldn't call this mod that necessary; more of a small QoL change.
Would test it later to confirm that, but it does work even with Cultists and their trait, so I see no problem here.
Let me know if you encounter any problems with my mod.
The situation in that game, which I am currently taking a break from is that I am at Peace with the Drakkens, the Broken Lords, and the Roving Clans, but all three are at war with each other at the same time. I suspect that a lot of damage had been done off-screen, since all of them had much higher scores than me, but after my indirect warmongering, their scores dropped precipitously.
I'll look a little bit more for bots logic and numbers, but I doubt I could find perfect balance. From one point they would trade cities for mug of wine, from other - would rather die than give you a city. I did some playtests for my mod and cituations like yours were very rare, often it was caused when bot was beaten by other bot and was positive about selling his weak cities for something. But maybe I am just playing game other way and my numbers are wrong.
Also, if you are intrested in this topic, feel free to go discussion "Feedback" or create your own. :)
From my point of view, maaaybe Amplitude locked this feature because of the dynamic pricing. (There was some code about city trading in files). As I said earlier, if you are very good friends with bot (or the opposite - it is terrified of you) and AI have need for some resourse, it would buy resource for too high price. There was easy abusable bug in Endless Space, when you can give bot all of your resources (they weren't consumables, it was more like "rent") for dust per turn. Name incredible amount of dust, like 3/4 (9/10) of his current number and AI would go for it. At second turn bot couldn't pay this contract and would brake it, giving back your resources, but all of his dust was in your empire. My guess that AI didn't understand "rent" thing and contracts like "all resources for (for example) 8000 dust per turn from 9000 my dust". 8000 rom 9000? "Price is awesome" - thought AI - "it's a deal!", untill on next turn it would be 8000 dust from 1000...
TBH it's kinda strange, but understandable. I mean that with need and relations bots would change price for everything they have, there is numbers in xmls. But their logic isn't that easy understandable so it's hard to make prices fair. It reminds me of Fable 1 moneymaking "feature", when you can buy ~10000 of fish for small price and sell it back for incredible amount of money because there is no fish on merchant hands, so "it must be rare, derp".
I blocked cities trade for default Cultists because of their city razing skill, but you still can trade cities with immediate raze after it with custom Cultists (or other race with trait). Because my main reason for this mod was "more features" I thought that default Cultists shouldn't have this option (lore-wise), only their custom version. Maybe I'll change it and unlock city trade for everyone.
I got the Drakken and the Broken Lords so drunk that they handed over their capital cities. The Drakken even declared war on the Roving Clans as a bonus.
Later, I managed to bargain for more of their cities while all three were at war with each other. They're killing each other because I asked them nicely, and they're giving me their cities for safekeeping.
I don't know what would've happened had I not removed Weapons of the Enemy from the Cultists. Do traded cities get insta-razed had I kept Weapons of the Enemy? This might be a very hilarious way to win the game: get world leaders so drunk they let you burn down their cities and massacre their people.
No. You could trade cities only to change war to truce. It was default feature w/o restictions in the Endless Space, though.
Now you can trade province for any reason (increasing relations at any time, for dust or resources, cities for cities or even gift them). I don't see any reason to not have option to trade your city with ally, for example.