Status: Pending Approval to Community Patch / Community Balance Patch Beta.
Current build notes:
General
AI
New Feature: Vassal Overview
New Feature: Vassal Taxes
New Feature: Vassal Liberation
Bugfixes
UI
Hi. Let's talk vassals.
Please understand it has been about 3 years since I've worked with them, so I need time to relearn the functionality (especially since they've been changed from my original design).
What is your current concerns / desires in terms of vassals? What would you like to see? How do you feel about vassals? Are they worth the investment? Do they provide a meaningful benefit to your experience?
Here's an idea to start. Taxing your vassals. You can choose to tax them, or give aid to them. They'll be nine levels to this, each level taking a certain % (maybe a slider from -25% to 25%. Your diplomatic hit/bonus is exponential to the amount of taxes or aid you provide to your vassal. This is a straight percentage of your total GPT.
The goal of this change would be to provide some interaction to your vassals. Although I'm not sure how much interaction currently exists.
Please through around any ideas you might have.
Current ideas:
1. Vassal Tax (see OP)
2. Reset opinion on capitulation (wartime vassalage)
3. Must have a certain "war score" to initiate capitulation.
4. Vassals always vote for you for "Choose Host" and "World Leader" if not already - do a cursory check.
5. Modifier to make vassals more likely to think your resolution is in their interests (unless it directly conflicts - Embargo me, for example)
Current build notes:
Spoiler :
General
- Masters now receive a +33% tourism bonus against their vassals
- Vassals can no longer be considered for Choose Host or World Leader – but they still become host of the World Congress upon founding it.
- Death of a Vassal's unit inside his territory now counts for failed protect score
- Death of a Vassal's unit inside enemy territory no longer counts for failed protect score
- Pillaged vassal territory now applies a small failed protect score
- Notifications related to Vassalage have received an upgrade to be more descriptive.
- Upon capitulation (forced vassalage as part of a peace treaty), the new vassal will reset negative diplomatic modifiers similar to civ resurrection. Voluntary vassals are not affected by this.
- You can declare war on your vassals, but other teams cannot declare war on your vassals. This provides two options of breaking vassalage: declaration of war, and peaceful liberation (see Vassal Liberation section).
- Extended range of failed protect score near vassal cities to 3 hexes away.
- Added a new Vassalage Overview – see the Vassalage Overview section
- Technology Trading has been moved to Scientific Theory
AI
- AI Vassals can denounce their masters – the weight is determined based on how well you've treated your vassal.
- AI Masters will never denounce their vassals
- Retooled AI evaluation on the following:
- Wants to capitulate
- Wants to become your voluntary vassal
- Wants to end vassalage with master
- Wants to accept human's bid to end vassalage
- Now evaluate a few flavors (expansion, offense, military training defense, culture, wonder) when determining whether a vassal wants to become a voluntary vassal or not.
- For example: Ramesses is 22, Enrico is 10, Shaka is -34, Attila is -14
- Note to modders: if you delete those flavors, then the flavor mod difference for that flavor is 0
- Common sense evaluation: If an AI is going for diplomatic victory, and the United Nations has started, then they will never accept voluntary vassalage and will attempt to leave vassalage immediately.
New Feature: Vassal Overview
- In an effect to provide a unified and easy to manage screen for all things related to Vassalage, I have created the Vassal Overview
- If you have vassals, you can select each one individually to receive more details about them
- The Vassal Overview provides a concise description of the type of vassalage, how long the vassalage has lasted (and the turn it started) as well as helpful tooltips to provide more meaning to things that can be unclear to the player.
- On the left side of the Vassal Details box, you can see basic stats (similar to the top panel for your own civ) for your vassal. You can also see what tech they are researching, and how long
- On the right side of the Vassal Details box, you can set your vassal taxes and view details on how they view your vassalage and why they feel that way. You can also liberate your vassal (when applicable, see Vassal Liberation section)
New Feature: Vassal Taxes
- You can set vassal taxes on intervals of 5% (from 0%-25%).
- Vassal taxes are applied per vassal, but distributed evenly amongst teammates.
- Vassal taxes are calculated at the beginning of the vassal's turn and are a percentage of their gross (positive gold) income.
- The heavier you tax a vassal, the more they will hate you.
- AI teammates will never set taxes for human players.
- AI opponents will set taxes based on a number of factors, including how much they like you, and how both of your financial situations are.
New Feature: Vassal Liberation
- Masters can now liberate their vassals after a certain period of turns (50 turns on Standard).
- Liberation of vassals acts as a peaceful removal of vassalage, and grants a huge positive modifier for liberating a vassal
- You may liberate vassals when eligible through the new Vassalage Overview
- You may request independence from masters through the new Vassalage Overview
- AI masters will liberate you if they like you, and they do not deem you a threat to them
- This is not the same as resurrecting a player, so you will not receive a reset in negative diplomatic modifiers.
Bugfixes
- Fixed a bug where voluntary vassalage was not being correctly set
- Fixed a bug where you could call the LUA function DoBecomeVassal() with invalid civs (for example, could set a civ to be a vassal of itself)
- Reversed the function for canBecomeVassal() to be actually sane. This mostly affects modders:
- Team1.canBecomeVassal(Team2) now checks if Team1 can become Team2's vassal, was Team2 can become Team1's vassal
- Added new function CanMakeVassal() which is simply the reverse of CanBecomeVassal()
- Fixed issue where DealAI did not send offers to revoke human vassals
UI
- Complete pass on tooltips on the Diplomacy Trade screen related to "Vassal State", "Capitulation", and "Liberation" in an effort to provide more clarity to the player
Hi. Let's talk vassals.
Please understand it has been about 3 years since I've worked with them, so I need time to relearn the functionality (especially since they've been changed from my original design).
What is your current concerns / desires in terms of vassals? What would you like to see? How do you feel about vassals? Are they worth the investment? Do they provide a meaningful benefit to your experience?
Here's an idea to start. Taxing your vassals. You can choose to tax them, or give aid to them. They'll be nine levels to this, each level taking a certain % (maybe a slider from -25% to 25%. Your diplomatic hit/bonus is exponential to the amount of taxes or aid you provide to your vassal. This is a straight percentage of your total GPT.
The goal of this change would be to provide some interaction to your vassals. Although I'm not sure how much interaction currently exists.
Please through around any ideas you might have.
Current ideas:
1. Vassal Tax (see OP)
2. Reset opinion on capitulation (wartime vassalage)
3. Must have a certain "war score" to initiate capitulation.
4. Vassals always vote for you for "Choose Host" and "World Leader" if not already - do a cursory check.
5. Modifier to make vassals more likely to think your resolution is in their interests (unless it directly conflicts - Embargo me, for example)