Afforess
The White Wizard
I know many people here have expressed their discontent at the Firaxis vassalage system implemented in Warlords. Masters can not cancel vassal agreements, the attitude problem, and the fact that having vassals in the late game just sounds silly...
The best solution is just to trash the current implementation and come up with our own. I think a tiered vassalage system would be much better.
Types of Vassal:
Puppet State:
A puppet state is created when an enemy capitulates to you. You can request resources, techs, even gold. They can not refuse any requests or demands. For all effective purposes, they represent you. This will be reflected in diplomatic relations with the puppet, as they will have the same attitude towards the puppet as you. Puppet states are, for all intensive purposes, dead, will not attempt to achieve victory, or any real strategy, other than general expansion. You can disband a puppet state, however, when you do, it's cities will rebel against your influence, and may switch to nearby countries. (See: South Vietnam) Rebels will be much more common in puppet states (See: Vichy France, WWII). Failing to protect your puppet states cities from attack will earn you diplomatic scorn (if they lose cities, you will lose respect with other leaders).
Colony:
A colony is created when you grant independence to far away cities. They are autonomous. While they share their resources with you (They don't give them to you, you will literally have access to every resource they have), this will be the most influence you can exert. Colonies can go to war without a masters approval, and be at war with someone while the master is at peace. Colonies will still try to win, and the AI will consider them, diplomatically, to be separate entities from yourself. You can free the colony whenever you want, or go to war with them, if you want. The chief benefit of colonies is that they must pay a tax to you, which you can every ten years, as a percentage of their total income. They can (and may) refuse to pay it, in which case, you either have to let them go peacefully, or go to war...
Protectorate:
A protectorate is a nation that you have agreed to protect. It's a willing agreement, not made through force, but via diplomacy. The protectorate must pay an annual tax, just like colonies, but if they refuse, the agreement is nullified, but war is not declared. For diplomatic purposes, others attitude towards protectorates is 1/4 what they think of the master and 3/4 the attitude of the protectorate. Protectorates can not go to war or declare peace, and must adopt the same diplomatic statuses as the master (if the master goes to war, so must the protectorate).
What do you guys think? Sound reasonable? What else is missing, or would you change?
The best solution is just to trash the current implementation and come up with our own. I think a tiered vassalage system would be much better.
Types of Vassal:
Puppet State:
A puppet state is created when an enemy capitulates to you. You can request resources, techs, even gold. They can not refuse any requests or demands. For all effective purposes, they represent you. This will be reflected in diplomatic relations with the puppet, as they will have the same attitude towards the puppet as you. Puppet states are, for all intensive purposes, dead, will not attempt to achieve victory, or any real strategy, other than general expansion. You can disband a puppet state, however, when you do, it's cities will rebel against your influence, and may switch to nearby countries. (See: South Vietnam) Rebels will be much more common in puppet states (See: Vichy France, WWII). Failing to protect your puppet states cities from attack will earn you diplomatic scorn (if they lose cities, you will lose respect with other leaders).
Colony:
A colony is created when you grant independence to far away cities. They are autonomous. While they share their resources with you (They don't give them to you, you will literally have access to every resource they have), this will be the most influence you can exert. Colonies can go to war without a masters approval, and be at war with someone while the master is at peace. Colonies will still try to win, and the AI will consider them, diplomatically, to be separate entities from yourself. You can free the colony whenever you want, or go to war with them, if you want. The chief benefit of colonies is that they must pay a tax to you, which you can every ten years, as a percentage of their total income. They can (and may) refuse to pay it, in which case, you either have to let them go peacefully, or go to war...
Protectorate:
A protectorate is a nation that you have agreed to protect. It's a willing agreement, not made through force, but via diplomacy. The protectorate must pay an annual tax, just like colonies, but if they refuse, the agreement is nullified, but war is not declared. For diplomatic purposes, others attitude towards protectorates is 1/4 what they think of the master and 3/4 the attitude of the protectorate. Protectorates can not go to war or declare peace, and must adopt the same diplomatic statuses as the master (if the master goes to war, so must the protectorate).
What do you guys think? Sound reasonable? What else is missing, or would you change?