City-State Diplomacy Mod
“If you can't go around it, over it, or through it, you had better negotiate with it”
Ashleigh Brilliant
Mission: To give Civilization V a better, more realistic simulation of geopolitics via a new system of city-state diplomacy.
Design Philosophy: This mod is a complete overhaul of the city-state diplomacy system that reduces the importance of the 'Gifts of Gold' and introduces a new, unit-based system of influence. Players are now encouraged to build and use diplomatic units and/or complete city-state quests if they want to earn influence. Because diplomacy now requires production, time and energy, players must actively and consciously strive to maintain good relations with neighboring city-states. Furthermore, diplomatic units, being defenseless, are liable to capture or destruction if sent too far from safety, thus long-distance diplomacy now utilizes a risk-reward system. The AI has been trained to utilize this system, so do not be surprised to see diplomatic units from many different civilizations criss-crossing the world in search of influence!
This Mod Includes: This mod includes 5 new diplomatic units, two new diplomacy-centric buildings, a new Patronage-tree policy, and a substantial overhaul of the AI's city-state diplomacy mechanic. See the spoiler below for more details.
Thanks, and please look for my mods in the mod directory in Civ V and here on Civfanatics.
Gazebo
Compatibility report: These mods should be compatible with all mods except those that modify the Philanthropy policy, Suleiman's trait, tech tree overhauls and/or mods that change the settler.dds file. CCMAT is confirmed to be compatible. Other compatibility tests forthcoming– feel free to PM me with compatibility requests.
For more on this, see the following thread: http://forums.civfanatics.com/showthread.php?p=9791362#post9791362



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As a result, I have removed the 'gift gold' mechanic for both the player and the AI, making the only methods of influence quests and diplo units.