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#1 |
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Emperor
Join Date: Jan 2006
Posts: 1,136
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Explaining the Vassal System (an attempt)
I've written the following in an attempt to help explain the Vassal System in the CIV: Warlords expansion. It may not be the most comprehensive explanation possible, but I hope it helps answer some of the many recurring questions which pop up in threads throughout the forums. Please feel free to add to or whatever in posts following.
Good Hunting. ~Crighton The Warlords expansion introduces a new diplomatic option called Vassal State. Vassal states are like an "asymmetric alliance" between two Civs. Basically, one civilization serves as the master in the relationship and collects tribute from the weaker, vassal nation. After the discovery of Feudalism the Vassal State option becomes available in the Diplomacy menu. There are two ways to acquire a vassal state, voluntary Vassal-ing, and Non-voluntary (Capitulated) Vassal-ing. The second acquisition method is more common, basically consisting of skull-thumping another Civ until it cries “uncle” and begs for mercy. At which point the losing Civ Capitulates to the winning Civ sacrificing it’s independence for mere survival and a chance (usually small) at one day regaining independence. A Vassal State that has Capitulated does not get the option to voluntarily end the Vassal agreement unless certain conditions are met. The less common method occurs during peacetime where a relatively small and weak Civ tries to partner up with a much more powerful Civ, and in exchange for protection agrees to become a Vassal State. A Civ which becomes a Vassal State during peace time is given the opportunity every 10 turns to end the agreement. Throughout long and turbulent games some states may routinely enter into and out of being a Vassal State frequently. When a Voluntary Vassal decides to secede the Master Civ is given the option of simply allowing the Vassal State to become independent, or can choose to protest this decision, in which case both states then become locked in a state of war. In both cases, a Vassal State may choose to break the Vassal agreement when any of the three following conditions occur: Condition 1: The Vassal State looses more than half of it’s territory that it owned at the time it became a Vassal State. For example: Monty become your Vassal and has 4 cities when he becomes your Vassal. Over time Monty grows his Civ to 8 cities total. If Monty looses 4 of his cities through war or culture flipping, he still has 4 cities left and cannot break the agreement. If he lost 6 of his 8 cities he will then have lost 50% of his original lands and can then choose to end the agreement (usually with some terse statement about “not being able to protect us.”) It should also be noted that if your Vassal looses cities, etc. to YOU through culture flipping THAT also counts towards the loss of territory condition.Should a Vassal choose to break the agreement due to the above conditions listed above, the Vassals Master may not agree to peaceably allow the Vassal to become independent, in which case a state of war exists between the two Civs. Regrettably, there is currently no method to Release a Vassal from your control, so weigh your decision carefully before accepting a Vassal. [This statement is true as of and up to the v2.08 patch, you’d think this would be an obvious feature to include in the game considering it would make things more logically consistent AND reflect actual history, but whatever]. Theoretically it is possible to actually aggravate your vassal into refusing a resource demand at which point the Master could then decide to let the Vassal go or go to war with the now ex-Vassal IF the Vassal refuses the resource demand. Some basic pro’s of acquiring a Vassal: *The master enjoys complete freedom of movement in the vassal's territory, including the ability to heal normally in the vassal's territory and use fortifications owned by the vassal. The master can also investigate any vassal city. And as of the v2.08 patch the Master can now Airlift units directly into a Vassal’s cities. The Master no longer has to pay supply costs for units inside of the Vassal’s lands. However, the Master must agree to an Open Borders agreement with the Vassal in order for the Vassal to move units into and out of the Master’s territory.The Downside of having a Vassal(s): *Having vassal cities will incur higher maintenance cost for your own cities. And if someone could find me the actual formula so I can provide a clear example of this I (and anyone else who reads this) would greatly appreciate it. Regardless of what the formula is put some extra thought into your economy to counter any uptick in maintenance costs.Your Economy: The ONLY thing that Matters: Before you consider whether or not take on a Vassal make sure your house is in order first. Other threads have and will explain the specifics how best to manage or to help guide your economic advancement. I will simply sum things up thusly: If you don’t have a strong economy you can’t afford to do anything with your empire, let alone acquire someone else’s. That being said, the increased maintenance costs to your cities can be negated by a strong economy. Which means you need to develop both your cities and your newly acquire cities as quickly and as best as possible. This also means not going pillaging happy during the conquest. You want the war to be as efficient as possible, end as quickly as possible, and the reconstruction to be just as quick. You want those new cities to become profitable to help further expansion of the empire. The maintenance cost is most pronounced if you acquire Vassal’s early (like right after discovery of Feudalism) and when the freshly conquered cities aren’t quite back online to being profitable for you. Later wars do tend to negate the increase mainly because both you and your Vassal have stronger economies (usually). Some Civ’s are a bit more suited to this than others due to their leader traits, Creative (+2 Culture in each city), Financial (+1 Commerce on 2 Commerce plots) and Organized (-50% Empire Maintenance) being the more obvious traits. I mention the Creative trait specifically because it will help push the cultural borders out further & quicker thereby getting cities up to their fat cross potential earlier, very handy when subjugating neighbors. The downside of the creative trait is that it probably won’t be the best idea to Vassal-ize a Creative Civ. Although the Vassal cannot take your city from you, he can surround and overwhelm the city culturally, with near constant riots being the result. The Financial & Organized traits should really speak for themselves on this point. Thoughts on the Acquisition of Vassals: *The more vastly more preferable situation is to acquire a Vassal through Capitulation. A Voluntary Vassal will simply leave you at the earliest convenient time, usually the most inconvenient time for you after having driven up your maintenance cost and enjoyed your protection. There may good short term advantages to accepting a voluntary Vassal such as beefing up a combined front to stave off more powerful Civs.Leveraging Your Vassal’s Properly And Making the Most of Them: *Prior to the v2.08 patch it was possible to simply sell your excess resources to your Vassal(s) even when the Vassal in question had no Gold Per Turn available. The Vassal would come up with the GPT by lowering it’s discretionary spending (on such things as Research or Culture). This created a very lucrative (and historically accurate, I might add) incentive for acquiring Vassals and then basically pimping them out into cash cows. . . . ah the good old days. Anyhoo, since the patch this is no longer a real option, a similar effect can be created using the Aggressive Trading / Subsidies Tactic discussed elsewhere. Regardless, Vassals can still be lucrative in the long run (discussed later).Other Fine Points: *A general piece of Warmongering Advice: the first Civ you meet isn’t going to be the best candidate for Vassal-ing. Generally speaking the first Civ you run across is probably going to be your best bet for early elimination and/or outright acquisition. If you’re skullthumping your neighbor with early swordsman (or earlier with axmen, warriors, etc.) then you aren’t going to be Vassal-ing anybody anyway since you probably haven’t got Feudalism. Therefore, if you do go to war finish the other guy off completely, no sense of having some enemy out on the field for the better part of eternity with a grudge just waiting to come back to haunt you.Superpowers and Hyperpowers and General Compaints: With the Vassal system turned on, the larger the map and the more Civs in the game, there is a much greater tendency for the formations of Super and Hyper-powers. Without the Vassal system you could expect to see a web of Mutual Defense Pacts, even occasionally some Permanent Alliances, for a real life example think back to pre-World War One days with the complicated networking of treaties. But, with the Vassal system you can expect the AI’s to cluster together with a strong Civ achieving dominance over one, or several, rival Civs which can be aligned against you. A real life example, the Soviet Union and it’s client states during the Cold War. With the Vassal system the same advantages which the player can exploit, can also be exploited by the AI, with the results being a patchwork of regional and super powers developing on the map. Which probably bears some relation to Medieval Europe in history. In the Hyperpower situation, you have one Civ with a relatively large expansion of it’s own, coupled with not just one or several Vassals, but with a great many Vassal client states, each sufficiently developed in their own right. Hopefully, this is the player being the Hyperpower and not the AI. One can be forgiven for thinking that this would have a chilling effect on wars breaking out, or at least if war did break out it would be the Hyperpower looking to expand. However, this isn’t always the case. A regional superpower or even separate (yet diplomatically close) Civs may try to break up the emerging or developing Hyperpower by launching a Pre-Emptive attack. Usually you can expect to see this happen once you start seeing the “You’ve grown too powerful for us” diplomatic response to even the simplest of trades. One of the many frequent complaints about the Vassal system is that it can be a deterrent for warmongering, “I can’t attack him without declaring war on his master and other Vassals” etc. etc., usually followed by some comment about the system being “broken.” It’s not broken, you just don’t like the result. I can attest to the aggravation of being sidled up next to an emerging hyper power and not being able to have done anything about it. What feels eminently worse though, is when you attack another Civ, take a chunk and declare peace with the intent of re-declaring war after a short respite and chucklehead has gone off and Voluntarily become a Vassal of someone you don’t really want to tangle with. Again, it’s aggravating but the system isn’t broke, we just don’t like the outcome. If anything it’s working perfectly when your victim does this as he maintains a chance at independence and keeps you from gobbling him up. Cheeky monkey. The other major complaint I see cropping up from the Vassal system is that it encourages a Warmongering Strategy at the expense of a “Builder’s” strategy (i.e., Cultural, Diplomatic and Space Race Victories). Ironically this is pretty much the exact opposite of the above complaint but whatever. If anything it is equally likely that a network of known treaties and Vassals would encourage peacefully strategies, especially if no Civ groupings can think they can take on and prevail against it’s rival Civ groupings, thus creating a Cold War situation. As always, you must be prepared for war in order to secure peace. An aside: it is the scoring system that is nerfed, not the Vassal system. The scoring system heavily factors Time / Turns Elapsed over Type of victory. Since Cultural, Diplomatic and Space Race Victories only become possible in the late game the higher scoring games will come about primarily through War Mongering, a great great many game will end before even the option to score a Diplomatic win becomes available (let alone Space Race). A retuning of the scoring system would clear up most of the “balancing issues” in terms of strategy. Outsanding Questions: (For which if someone could locate in the xml's or wherever I would be gratefull to know the answers to) What is the formula for Vassal Maintenance? What is the formula for Vassal Happiness boost to Master? References: The Civilopedia v2.08 Patch info by Thunderfall Me Last edited by Crighton; Dec 27, 2006 at 11:57 AM. Reason: revisions for clarity and additional responses to other threads |
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#2 |
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Emperor
Join Date: Jan 2006
Posts: 1,136
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*reserved for possible future use*
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#3 |
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Space Ninja Ayane
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I have been trying to figure out how to use both peaceful and agressive ways to get a vassal. Somehow I believe this would be most helpfull
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(伝統、 統一、名誉、知識)* | "Stranger in a Strange land" a Fallout 3 AAR
"When you worry about what others think of you, you never get to think for yourself." - Sean Stephenson "We adventure better with arrows in our knees" - Coestar | "Did you see the darkness of Hajin Mon?" - Ayane, DoA |
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#4 | |
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Emperor
Join Date: Jun 2006
Posts: 1,054
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Quote:
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#5 | |
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Deity
Join Date: Jun 2006
Location: London
Posts: 2,213
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Quote:
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#6 |
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Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
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One observation -- I recently lost a capitulated vassal because his territory fell below the 50% of original criteria, but this happened because my culture started overwhelming his borders. If I'd been going for a domination win, that would have been annoying...esp. b/c it happened in the middle of a war with a third country.
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JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
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#7 |
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Seeker of Reality
Join Date: Mar 2002
Location: Budapest, Hungary
Posts: 654
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How can i direct vassals focus in war?
Thank You!
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It's hard to see the truth so many just ignore it |
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#8 |
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Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
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I believe the same way you can make a suggestion to non-vassal allies in a war...go to the diplomacy screen, select "Let's talk about something else" and an option to the effect of "direct your attacks on this city" will appear, as long as you're both at war with the same enemy.
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JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
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#9 | |
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Seeker of Reality
Join Date: Mar 2002
Location: Budapest, Hungary
Posts: 654
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Quote:
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It's hard to see the truth so many just ignore it |
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#10 |
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Fear him of the pink tie
![]() ![]() Join Date: Dec 2005
Location: London, UK
Posts: 3,575
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Vassal Costs
Thanks for the explanation Crighton!
One question.... I know you said you don't know precisely what the formula is for the extra cost of having a vassal, but you do you (or anyone else) have a rough idea how much the cost is? Is it significant or just a token cost? As a baseline, if you're deciding whether or not to vassalize or just conquer someone, do you any feeling for which would put the greater cost on your economy? The cost of having a vassal, or the cost of adding more cities to an empire that might already be huge? I'm guessing the answer depends on the situation, eg. 1. If the vassal has high-commerce cities then that favours capturing them as you then get the commerce from the cities. 2. If the vassal is far away, that favours vassaling, due to high maintenance costs of conquering (I'm guessing, though it's only a guess, that the cost of having a vassal doesn't depend on where the vassal's cities are). Other possibilities: Does the cost depend on how big the vassal is? Or on how big you are? Or on how many other vassals you have? Any other thoughts? |
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#11 | |
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Chieftain
Join Date: Jul 2005
Location: New York City
Posts: 51
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Quote:
). Is this a new feature in Warlords? I'll have to try it out to see how reliable it is.
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#12 | |
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Emperor
Join Date: Jan 2006
Posts: 1,136
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Quote:
In my example above with each civ having six cities, I chose a base line of six cities for the example because that's often when the warring begins for me. And from what i've notice it's the first Vassal war which hurts the economy the most. 6 cities also seems to be the relative economic sweet spot where once achieved you can set about what you to do in the game (warmongering, building, etc). I've just gone from 6 to 9 cities (the newest three usually in bad shape and hemoraging money since they've just been conquered), so I'm getting the stiffarm to the economy there, then I've got some increased maintance from the Vassal. But once those three cities come back online and start producing (or at least paying for themselves) the econonmic steamroller cranks right back up. I place a strong emphasis on my economy (cottage spam, commerce cities anywhere and everywhere, etc) so for me once the economy is rolling then vassal wars start, whatever that increase is, it's getting diluted out over an ever expanding empire. I had a game gonig where I was pretty large and I had about five vassal's going, ranging from small to fairly decent, the largest vassal having about a dozen cities. I saved the game, loaded it up and went into world builder and edit the diplomatic stances of my vassals (I unvassaled them). And guess what happened to my economy? absolutely freaking nothing. Not a dang thing. Frankly I think if you place a strong emphasis on your economy it's just going to make whatever the vassal cost is become relatively insignificant.
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An Indepth Explanation of the Vassal System - Last Revised 12/27/2006 Buttons: AH-64 Apache, Ah1 Cobra Mods: Gunships Mod - Naval Gunships, Apaches & Commanches, Oh My! - C&C Thread, Sports Stadiums - C&C Thread Modules: Gunships Module, Sports |
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#13 |
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Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
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I honestly don't remember if it was in Vanilla or not...I do know that I saw this diplomacy option appearing in Sid Meier's Alpha Centauri almost ten years ago, so my wild-assed guess would be: no, it's not new.
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JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
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#14 | |
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Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
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Quote:
EDIT: better question: what civics were you running? State Property, maybe?
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JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! Last edited by jkp1187; Dec 29, 2006 at 02:09 PM. |
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#15 |
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Emperor
Join Date: Jan 2006
Posts: 1,136
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I believe I was still using Free Market at the time, this weekend I'll get the chance to do some more experiementing and hopefully pin things down.
I'll try to get a save game posted as well, ON THE EXPLICIT CONDITION I WILL NOT BE MOCKED FOR MY LACK OF MICROMANAGEMENT ABILITIES.......
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An Indepth Explanation of the Vassal System - Last Revised 12/27/2006 Buttons: AH-64 Apache, Ah1 Cobra Mods: Gunships Mod - Naval Gunships, Apaches & Commanches, Oh My! - C&C Thread, Sports Stadiums - C&C Thread Modules: Gunships Module, Sports |
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#16 |
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Deity
Join Date: Sep 2006
Location: Estonia
Posts: 6,140
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I recently played a Prince game on Europe map (large?) with Ottomans. I have so far vassalized six other nations, and I believe that I got one happiness for each of them.
But what happened to the upkeep formula? I PROMISE I WILL NOT MOCK YOU! |
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#17 | |
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Ruler of Insignificants
Join Date: Mar 2002
Location: At home, where else?
Posts: 312
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Quote:
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Forget the box, just think. |
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#18 |
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Chieftain
Join Date: Jan 2006
Location: Hamilton, Canada
Posts: 78
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As to the maintenance cost of vassals...
I am just guessing, and I have not done any tests or whatever, but my guess is that your vassals cities are considered your cities for the purpose of the 'number of cities' maintenance cost in YOUR cities. You don't pay their maintenance costs, but in each of your cities, you will get increased maintenace. However, since that cost has a limit (I think it was 5 gold/city in my last game, on a standard size map, at Noble difficulty), if you are large enough, then vassals will not cost you anything. Again, I don't know for sure, but this seems to fit what I've observed. |
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#19 | |
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Noble
Join Date: Dec 2005
Location: Houston, TX USA
Posts: 337
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Quote:
Unfortunately as you point out above the savior civ for the beaten civ may have been your closest ally the turn before. You may choose not to classify this behavior as “broken,” but what is the point of having friends if they defect so easily? After beating the vassal civ which was “saved” I then attempted to contact my former friend and cease the unwanted war with them. They did not accept my diplomacy. So the result is until I beat them down and they do accept diplomacy I cannot stop the unwanted war. I turned off Vassal States on my next game and do not plan to ever use it even though it has been modified to be less likely to bring force war with former friends in the latest patch. Perm alliances, defence pacts, etc from the vanilla Civ 4Warlords cover any relations I would want to have with another civ.
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#20 |
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Chieftain
Join Date: Aug 2005
Location: Old Europe
Posts: 36
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An addition to The Downside of having a Vassal(s):
It seems as if there is a hidden malus for having a vassal. In one of my last games I tried to permanent ally with another civ and after adopting his civics, religion, got +4 for shared defense pact and so on I had +21 in relations and he still said "We don't like you enough". |
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