Thalassicus
Bytes and Nibblers
The topic recently came up again about city-states. In vanilla the only two viable options are alliance or ignore, because capture has such big disadvantages:
Since the goal of these mods is to improve options available to players, starting in late October I've been working on ways to balance the three options of ignore/capture/alliance equally viable strategies. In the early November version of Combat v16 I added several bonuses for capture:
Even with these bonuses in place over the past few months however, feedback's indicated everyone still pursues the alliance-or-ignore strategy. So in mid-January I buffed the bonuses:
Nerfing alliances any more than has been done already is not easily possible (discreteness issue of 1) so that leaves buffing conquest. This is why I brought up the topic elsewhere of scaling up yields in the game (Double Down?)... to see if that might be an option to solve the discreteness problem (with yields in general, it causes issues elsewhere than citystates). That route doesn't appear very feasible however.
The reason I chose bonuses specific to each type of citystate is primarily because it makes sense to create a balance of long-term gains vs short-term benefit. In addition, the balance of building types in a captured major-civ AI city depends on the AI's flavor settings, while capturing a citystate does not have these flavor-based bonuses, because citystate production options are much more restricted in the game files. In other words:
Thalassicus said:Why is is not viable to conquer CS? The only reason I see is the diplomatic penalty, really. You get a serious diplo hit for wiping out players, and even more so if the player was a CS. That's the only thing which keeps me personally from capturing nearby "excess CS" I can't pay for. Maybe if the penalty was decreased a bit it might become more worthwhile.
The diplomatic penalty with major civs is relatively minor (if that's what you're referring to).
Basically, the huge disadvantage of conquest is neighboring CSs suffer faster influence loss with each CS captured (including the ones that asked to kill the CS). After just 2-3 captures (depending on personalities) we enter permanent war, locking out other options for the rest of the game.
If we invest in more than 2 citystates we must choose between conquest and alliance, and these options are mutually exclusive. Since the conquest influence effects create a chain reaction (citystate declares permanent war, and if you attack it, neighbors further away will perma-war), an ally+conquer combined strategy for a particular block of CSs (such as on a particular continent) isn't an option. To be clear, I'm trying to make this choice favor both ally/conquer options equally depending on circumstances from game to game.
Conquest has several disadvantages:
Both ally and conquer options share some similar characteristics, such as requiring investment and preventing other AIs from allying with the CS.
- Influence degradation with other CSs, leading to higher bribe costs and eventually perma-war.
- CSs are all capitals, harder to take than a major civ's regular cities and cannot be razed.
- CSs highly prioritize defensive buildings.
- Influence boost from any CS offering a quest to kill it is transitory.
- Loss of unique bonuses like +1 in all cities.
- Blocks the Diplomatic game victory option.
- Steep diplomatic penalty with major AIs, especially those protecting the citystate, leading to loss of trade relations.
Since conquest quickly turns into an all-in affair while alliances are more flexible, and the advantages of the ally+ignore strategy appear to outweigh the advantages of conquer+ignore (whether this is due to psychological reasons or actual gameplay merits), people typically choose the ally+ignore strategy, and this strategy is what I've seen in most discussions about citystates. People ally with all the Maritime ones and ignore the rest, it's a no-brainer.
Since the goal of these mods is to improve options available to players, starting in late October I've been working on ways to balance the three options of ignore/capture/alliance equally viable strategies. In the early November version of Combat v16 I added several bonuses for capture:
- Maritime: Looted food supplies provide for +3 in Capital.
- Militaristic: Conscripts a duplicate of the capturing unit from citizens of the citystate.
- Cultural: Looted cultural artifacts increase the central empire's culture equal to 30 turns of alliance.
- +240 - Ancient
- +360 - Medieval
- +600 - Industrial
Even with these bonuses in place over the past few months however, feedback's indicated everyone still pursues the alliance-or-ignore strategy. So in mid-January I buffed the bonuses:
- Maritime: Looted food supplies provide for +5 in Capital.
- Militaristic: Conscripts 2 duplicates of the capturing unit from citizens of the citystate.
- Cultural: Looted cultural artifacts increase the central empire's culture equal to 50 turns of alliance.
- +400 - Ancient
- +600 - Medieval
- +1000 - Industrial
Nerfing alliances any more than has been done already is not easily possible (discreteness issue of 1) so that leaves buffing conquest. This is why I brought up the topic elsewhere of scaling up yields in the game (Double Down?)... to see if that might be an option to solve the discreteness problem (with yields in general, it causes issues elsewhere than citystates). That route doesn't appear very feasible however.
The reason I chose bonuses specific to each type of citystate is primarily because it makes sense to create a balance of long-term gains vs short-term benefit. In addition, the balance of building types in a captured major-civ AI city depends on the AI's flavor settings, while capturing a citystate does not have these flavor-based bonuses, because citystate production options are much more restricted in the game files. In other words:
- Total number of buildings
Same for all cities. - Proportion of building types
Inequal between CSs and major civs.