Aha! So THAT's why military is unstoppable

It would make no sense. You would expect self-governed region would get more research then occupied (probably still less then if free, of course). Similar to happiness. Unlike, for example money, which if tightly controlled would not get wasted locally.
 
Research speed should be tightly linked to happiness (increasing malus for increasing unhappinness and increasing bonus for increasing happinness).

And bring a form of war weariness in the homeland. Stupid to wage infinite war without problem, and there is no need to constantly build new units in this game, so we need something...
Maybe 1 point of hapinness cost for each unit in ennemy territory or something?
And if science rate was linked to happinness...

But i agree with the fact that warring is fun, it's just that infinite warring without having to think bout what i'm doing is boring
 
The military rampages continue because you don't take random losses, you don't need to back garrison any captured cities, you don't walk into cultural quagmires, you can upgrade cheaply, you don't face real defence, you don't need all your army healthy in order to advance, you don't expend siege machines taking towns, and you don't take war weariness.

Apart from that, I'm not sure the science rate has much to do with it.
 
The military rampages continue because you don't take random losses, you don't need to back garrison any captured cities, you don't walk into cultural quagmires, you can upgrade cheaply, you don't face real defence, you don't need all your army healthy in order to advance, you don't expend siege machines taking towns, and you don't take war weariness.

Apart from that, I'm not sure the science rate has much to do with it.
Pretty much this ( except the "real defence" issue, that is clearly related to the AI ). In other words, there are not enough incentives to stop warring once you start except the possible lack of targets :D
 
Your entire empire should be up in flames at 10 unhappiness, imo. I'm talking cities that claim independence, units that abruptly disband, citizens that migrate to other empires, etc. They shouldn't just sit there while their emperor runs their country into the ground. REVOLUTION!!

My guess is this was the initial plan, but Firaxis couldn't get the AI to deal with the mechanism properly. :lol:

A much simpler plan would be at -10 happiness, newly conquered cities stay in resistance.
(And territorial control of resisting cities goes to the original owner of the city)

So that once you reach -10 happiness, taking additional cities doesn't aid your empire at all.
 
Then again warlords would just burn everything should the unhappiness becomes unbearable. I know I did to avoid the 33% penalty. I pillage every improved square. Then raze it to the ground upon capture.
 
Then again warlords would just burn everything should the unhappiness becomes unbearable. I know I did to avoid the 33% penalty. I pillage every improved square. Then raze it to the ground upon capture.

Which is why they should remove the -33% Combat penalty and -50% production penalty, and have the system be

1. No Settlers
2. No cities come out of resistance (they can't get razed before coming out of resistance either).. and resiting cities keep population
3. "excess food" for all cities is capped at a maximum of -1

so that whenever you go to -10 happiness, the game forces you back into -9 happiness by removing some unhappy people,
 
More Hammers is not more units if you puppet, which you need early in conquest. And sometimes later, if you want your policy gain in check.

The AI doesn't puppet much. It doesn't have to, because it gets something like a +40 Happiness boost on Deity and it can more or less insta-Courthouse an annexed city.
 
Hmm... in my game I don't remember AI doing anything else then making puppets from conquered cities (and making new cities in razed places). Pretty much every city with foreign name was puppet.
 
This please. The current very unhappy bonuses aren't enough to discourage "ignore happiness" playstyles, which in my opinion is garbage. Plus, it would be awesome to have that type of internal strife implemented in some way or form.

I kind of figured your cities would start behaving like puppets (they will build whatever buildings they feel like, focusing on happiness buildings and starting with the highest maintenance ones available. You cannot control their land or specialists). And take it one step further. The cities will focus randomly, still have a huge hit to production, military units will double maintenance (they'll still fight for you if they don't like you... it just will cost you!), double cost for any purchases, worker build times are doubled, cities stop producing research from population, cannot build wonders, you gain influence at half the normal rate, etc.

Basically your civilization should come to a halt if you get to -10 or -20. And the longer you stay there, the harder it will be to dig yourself out of that hole later in the game. Make it something you want to avoid at all costs. Currently it is inconvenient but easily manageable. Your production sucks? Who cares, just purchase everything. Your cities won't grow and you cannot make settlers? Take cities from other civs. Military units get a penalty? Your siege units will make it possible to take cities despite that and the bad AI will still not know how to fight your units or take your cities. Right now, it is simply a choice you make. It should be a huge disadvantage to growing too quickly, not a strategic choice that really is not that big of a deal.
 
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