t3kn34k
Chieftain
- Joined
- Mar 5, 2017
- Messages
- 1
In short there are some clunky mechanics with alliances when it comes to declaring war especially with city-states. Now with the advent of team games there needs to be some safeguard from being force-warred by an ally. A short anecdote to follow, please bear with me.
I have waited for this team mode to come out for some while and since the patch I have put in a decent amount of hours (especially with this marathon length game i've been playing this weekend) so its turn 400+ or whatever and my ally (egypt) declares war on a city-state that i've been suzerain of for maybe 300 Turns. Of course I am an ally so I am forced to declare war as well which deletes all of my envoys there also removing a Huge necessary bonus that was integral to my strategy.
So the AI is legit broken.. what else is new?
But then I started thinking about multiplayer and how this interaction would work in a player vs player scenario, forcing allies into wars with their own city states in order to nuke their envoys is particularly trashy, but more than that it's not fun that you cannot even intercede and doubly so because the decision is made on your behalf.
In real life alliances between nations have boundaries, so should alliances in the civ game. In summary, we need a war-veto button for alliances.
I know the AI is notoriously terrible, but really? Attacking an ally's city-state 400 turns into a game? What a way to ruin the fun. I'm not finishing the game so thats pmuch the whole weekend down the tube.
Also just by way of credentials I have a little over 300 hours on civ6
I loaded an earlier save since i couldnt figure out what was going on but ended up re-creating the same situation again!! Right around the same year Egypt went and started a war with my city-state for no reason. I was carrying my team so hard while she kept going and making a zillion pointless cities but I dont care so much if she's simply ineffective, but suicide bombing uncontested city-states of your ally? I'm also interested in why the AI insists on erratically throwing the game away when we were winning.
I have waited for this team mode to come out for some while and since the patch I have put in a decent amount of hours (especially with this marathon length game i've been playing this weekend) so its turn 400+ or whatever and my ally (egypt) declares war on a city-state that i've been suzerain of for maybe 300 Turns. Of course I am an ally so I am forced to declare war as well which deletes all of my envoys there also removing a Huge necessary bonus that was integral to my strategy.
So the AI is legit broken.. what else is new?
But then I started thinking about multiplayer and how this interaction would work in a player vs player scenario, forcing allies into wars with their own city states in order to nuke their envoys is particularly trashy, but more than that it's not fun that you cannot even intercede and doubly so because the decision is made on your behalf.
In real life alliances between nations have boundaries, so should alliances in the civ game. In summary, we need a war-veto button for alliances.
I know the AI is notoriously terrible, but really? Attacking an ally's city-state 400 turns into a game? What a way to ruin the fun. I'm not finishing the game so thats pmuch the whole weekend down the tube.
Also just by way of credentials I have a little over 300 hours on civ6
I loaded an earlier save since i couldnt figure out what was going on but ended up re-creating the same situation again!! Right around the same year Egypt went and started a war with my city-state for no reason. I was carrying my team so hard while she kept going and making a zillion pointless cities but I dont care so much if she's simply ineffective, but suicide bombing uncontested city-states of your ally? I'm also interested in why the AI insists on erratically throwing the game away when we were winning.
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