It is now possible to exploit city-states mercilessly - you can destroy all units, make peace, receive tribute, resume the war and capture the city-state. There should be something like this:
1) If we received a tribute, then we cannot declare war for 10-15 turns (after all, they paid off, and we keep our word, otherwise no one will believe us)
2) If we declared war, then we cannot make peace for 10-15 turns.
3) After the conclusion of peace, we can demand tribute (sometimes it is required to destroy the units of the city-state in order to start being afraid), but we cannot declare war for 10-15 turns.
Receiving tribute should reduce influence on the city-state, but should not block the receipt of new quests. Do the citizens of the city care who completes the quest - a friend or an extortionist?
Existing influence should not affect the possibility of claiming tribute. But the influence will fall after receiving the tribute (I will suggest that the minimum fall immediately from any level - to 0 or -20). This will give the player a choice - either passive bonuses from the city-state, or instant income.
1) If we received a tribute, then we cannot declare war for 10-15 turns (after all, they paid off, and we keep our word, otherwise no one will believe us)
2) If we declared war, then we cannot make peace for 10-15 turns.
3) After the conclusion of peace, we can demand tribute (sometimes it is required to destroy the units of the city-state in order to start being afraid), but we cannot declare war for 10-15 turns.
Receiving tribute should reduce influence on the city-state, but should not block the receipt of new quests. Do the citizens of the city care who completes the quest - a friend or an extortionist?
Existing influence should not affect the possibility of claiming tribute. But the influence will fall after receiving the tribute (I will suggest that the minimum fall immediately from any level - to 0 or -20). This will give the player a choice - either passive bonuses from the city-state, or instant income.
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