I was playing on 104 so my resistance times were massive, probably cost me the game in fact since I was 1 turn from finishing the final space tech and I had an engineer ready for the last part when the Iroquois won.
Well it doesn't help that we give the tools to slowly gear up supercities, but not a similar set of growing tools to take said supercities, in terms of resistance issues, via policies, techs, buildings, or whatever.
I think something important to keep in mind is that warfare weakens your opponents, rather than just boosting you. So pursuing a conquest victory makes it much harder for your rivals to acquire any victory condition in a way that pursuing cultural or scientific victory really doesn't.
So conquest should be harder than other victory conditions to achieve, because pursuing a conquest victory also makes it much easier for you to win a science or time victory.
Having said that, there may be some issues where population is getting just a bit to high; I wonder if the multitude of food bonuses in Tradition might be too much when all stacked together with the aqueduct and hospital. I have super-cities cities with +40 *excess* food quite regularly by the late game.
Well it doesn't help that we give the tools to slowly gear up supercities, but not a similar set of growing tools to take said supercities, in terms of resistance issues, via policies, techs, buildings, or whatever.
I agree that there is something of a pacing mismatch problem; 10 turns resistance in the early game is pretty inconsequential, but 20 turns in the late game is vast.
That just isn't true.will easily have 15-20 pop cities by the early renaissance, and there is literally just no way for the human player to effectively conquer these cities
If you were only on +6 happy, and didn't have the gold and ability to buy more happiness buildings, then you weren't properly prepared for a war of conquest. I think you are being unreasonable in expecting that your army is all you need to conquer.Have fun going from 6 happy to -30 with the click of a mouse.
Heck, 2 picks into Piety can now get you +5 and +3 per city. Colosseum and theater will give you +7.
I also find 40 sometimes in a capital, but not more than that.
Have fun going from 6 happy to -30 with the click of a mouse.
If you were only on +6 happy, and didn't have the gold and ability to buy more happiness buildings, then you weren't properly prepared for a war of conquest. I think you are being unreasonable in expecting that your army is all you need to conquer.
There is. Occupy them and build (or buy) a courthouse. The courthouse is what represents having pacified the new population.I think there are certainly ways we could create means of pacifying the newly conquered.
So, I was thinking as I often do:
New conquest option:
Enslave populace
50% of population of conquered city is distributed among your empire
Ideally there would be some way in Lua to code in a 1% chance per slave to spawn rebels.
Babri said:I would say reduce the city pop by 25% when
capturing it but city buildings are more likely to
survive.
Or the other option would be to introduce a sack
option which would give you greater amount of
gold at the expense of city buildings & population. Another drawback would be that the previous city
owner would get 2 units instead of 1 at his capital.
This would make swift conquests like Mongols &
Alexander risky yet possible & fun.
To me it is utterly unrealistic that the angry rebels in the city I just conquered from the civilization II have been at war at for 300 years should somehow cause unhappiness in the capital far away and slow its growth. The initial response to me should actually be more of jubilation that we have finally defeated the Eurasia we have always been at war with. What that city does not do, however, is drain my coffers. It costs me no more to maintain a market in a recent warzone than it does in a peaceful little town.
As long as science, production, and culture are controlled to a reasonable pace, I see higher populations as a positive influence on gameplay.