Recent content by civplayer33

  1. civplayer33

    New Beta Version - Feb. 9th (2-9)

    After taking some time to think about this, I was going to write a much longer and unnecessary reply but that would be a waste of time as this is going to be my last post on this forum. I have demonstrated multiple and repeated attempts at misrepresentation, straw-manning as well as other...
  2. civplayer33

    New Beta Version - Feb. 9th (2-9)

    @HeathcliffWarriors Regarding Vassal bonuses: I think you are almost completely ignoring the costs of the alternate scenario; if you compare having a Vassal with having that area converted to Puppets with 1 or 2 annexed Cities you cannot claim that the Vassal's yields will be trivial compared to...
  3. civplayer33

    New Beta Version - Feb. 9th (2-9)

    I disagree with pretty much everything in that statement: firstly, the Vassal provides many benefits, which can be enough justification for "getting" him even without sufficient certainty that he's going to turn on you; secondly, even with how it works now you don't have that certainty, since he...
  4. civplayer33

    New Beta Version - Feb. 9th (2-9)

    Have you tried spreading your Religion to them? Religion is by far the greatest factor in the Vassal's contentedness; sometimes I would even use a Great Prophet and heaps of Missionaries for this, because, while it's certainly a great investment, it also provides a great benefit (both to...
  5. civplayer33

    New Beta Version - Feb. 9th (2-9)

    You misunderstand; the condition is met if they have 75% or less number of Cities than when Vassalage started, so, in a realistic scenario where they have 8 Cities after you've "conquered" them, losing 2 of those would be enough to meet the condition (or 1 if they had 4 upon Vassalization). Also...
  6. civplayer33

    New Beta Version - Feb. 9th (2-9)

    If that's in the wiki then the wiki is wrong, see below. Those are not the actual conditions; the conditions are: 1. Vassal for x turns (it's 75 Turns on Epic but I believe it scales with game speed, so 50 on standard) 2. One of the following conditions are fulfilled by the Vassal's team...
  7. civplayer33

    New Beta Version - Feb. 9th (2-9)

    I've seen one in the past but that's a long time ago...it's another reason why I proposed the "liberation war" thing.
  8. civplayer33

    New Beta Version - Feb. 9th (2-9)

    Oh, and the Master apparently also gets Happiness directly from his Vassals...that's ridiculous, IMO; it isn't even listed in the Vassal Overview and should just be removed, I think.
  9. civplayer33

    New Beta Version - Feb. 9th (2-9)

    Well the contentedness value is an opinion modifier, so a low (negative) value will worsen your relationship overall and affect their approach toward you, which has many negative consequences and also increases (I think) their willingness to rebel once they fulfill all conditions; it also leaves...
  10. civplayer33

    New Beta Version - Feb. 9th (2-9)

    I disagree. The cause in the case you describe is you being a runaway...of course you can choose your victory condition when you have a gigantic Tech lead after vassalizing and conquering half the world; this is not the problem that the "liberation war" mechanic is supposed to address and I have...
  11. civplayer33

    New Beta Version - Feb. 9th (2-9)

    To flesh the "liberation war" idea out a bit more: it should basically be a trade item that can be chosen when trading as a non-vassal Civ with a vassal-Civ (who is obv. not your own Vassal), which dissolves the status of capitulated vassalage of that Vassal and enters a status of temporary...
  12. civplayer33

    New Beta Version - Feb. 9th (2-9)

    Another idea for curbing too easy warmonger wins: for those warmongers who are going for DiploVic., I feel it becomes too easy mostly due to all your Vassals voting for you as leader; what if this was restricted such that only those Vassals who are Content with your rule do so? I think a lot of...
  13. civplayer33

    New Beta Version - Feb. 9th (2-9)

    I also want to give a shoutout to the WC-behavior by the AI...I've seen some very good and surprisingly competent moves there where I was successfully antagonized multiple times despite holding a vast majority of the "seats".
  14. civplayer33

    New Beta Version - Feb. 9th (2-9)

    Yes; they didn't get the regular Anti-Mounted before, either. That's just a simpler way of editing the DifficultyMod file, but by all means, mod away. Humans are better than the AI at general trend analysis and coordination, so larger maps can be better for humans because they have more...
  15. civplayer33

    New Beta Version - Feb. 9th (2-9)

    Ah yes, I forgot the supply thing. That could indeed be a significant contributor; what if the AI, in their evaluation of a human's military power, applied a bonus to that evaluation that is equal to the AIUnitSupplyPercent they get for that difficulty? Might just hit the spot...another idea...
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