As I mentioned in another thread, I have made a decisive improvement to the game mechanic.
It happened rather by chance, because at the beginning I just wanted to make defensive pacts easier.
I ended up unlocking some contraints and adding some others, with the purpose of driving the course of the game to a world where faction vs faction world wars happen periodically.
In detail, after lowering the cost AI assigns to defensive pacts, I removed the cancelling of the pact on war declared, except on a friend or a friend of a friend.
This liberalism was counter balanced by a cap for the number of civs in a alliance (can be 3, 5 or 6), so that a single reticulum wouldn't happen. The result should be 2 or 3 coalitions, which can trigger world wars whenever a single war is declared.
I'll show you an example of my test game and leave you the judgment:
- around 1700
Rome declaring war on Turkey triggers this war:
Khmer and Japan were caught in as vassals of some european civ.
The war ended up with the collapse of the Vikings.
- around 1900
Khmer and Mali were vassals
The left side probably won, since Rome died and Greece respawned from Turkish control shortly after
A few turns later, America allied with the "Axis" (Russia-Spain-Turkey-Netherlands)
Then Russia collapsed on its own
- around 2000
With England surprisingly neutral, the Axis of Evil won.
Germany died and was took over by Turkey; Spain died too; France lost its overseas colonies to America.
America eventually won a space race victory
It happened rather by chance, because at the beginning I just wanted to make defensive pacts easier.
I ended up unlocking some contraints and adding some others, with the purpose of driving the course of the game to a world where faction vs faction world wars happen periodically.
In detail, after lowering the cost AI assigns to defensive pacts, I removed the cancelling of the pact on war declared, except on a friend or a friend of a friend.
This liberalism was counter balanced by a cap for the number of civs in a alliance (can be 3, 5 or 6), so that a single reticulum wouldn't happen. The result should be 2 or 3 coalitions, which can trigger world wars whenever a single war is declared.
I'll show you an example of my test game and leave you the judgment:
- around 1700
Rome declaring war on Turkey triggers this war:
Code:
ROM TUR
FRA VIK
GER SPA
POR RUS
ENG NED
KHM JAP
The war ended up with the collapse of the Vikings.
- around 1900
Code:
GER RUS
ENG SPA
POR NED
FRA ROM
MAL TUR
KHM
The left side probably won, since Rome died and Greece respawned from Turkish control shortly after
A few turns later, America allied with the "Axis" (Russia-Spain-Turkey-Netherlands)
Then Russia collapsed on its own
- around 2000
Code:
EGY SPA
POR TUR
FRA NED
GER AME
MAL GRE
IND
INC
AZT
Germany died and was took over by Turkey; Spain died too; France lost its overseas colonies to America.
America eventually won a space race victory