KrikkitTwo
Immortal
- Joined
- Apr 3, 2004
- Messages
- 12,418
Or you can just deal with the penalties. They just slow you down not stop you.
The diplomatic game is very much the game of the peacemaker.
And here comes the problem where I agree with pilot00: The diplomatic game is very much the game of the peacemaker. Thus, the warmonger will actually have to out-do the peace-maker in an area of the game that is actually favored for the peace-maker in order to avoid these consequences. Thus, where the peacemaker can get by by being better Diplomacy but being inferior in Military, the warmonger will have to be better in both Military and Diplomacy in order to get by. And that doesn't seem like a fair balance.
If the Warmonger has an option to leave the WC and/or not live up to the resolutions, this gives him an option to shut down the diplomatic game completely, with all the consequences that will have - most likely mass denouncements, possibly mass DOW and guaranteed no trade. Thus, the Warmonger can choose to either endure the resolutions, keeping him in the Diplomatic game even if he is not excelling at it, and thereby sustaining a hit to his military power - or he can chose to leave, and not being hampered in his military, but having to deal with the consequences. And that, to me, seems like the more balanced approach.
You don't have to be better in Diplomacy if you're playing for Domination, you just have to be good enough to block the resolutions that will harm you. And it's not that those resolutions will just pop up on you, you have 30 turns to react to them, buy some votes, conquer a city state that allies with your opponent, etc.
Yes, I completely agree, that would be a major concern with regards to keeping the WC relevant. I don't feel able to say what would be the better balance without trying the game, and I can only hope that they've done excessive testin and found the correct solution.Okay, I can follow this argument a lot better and I can see it as a legitimate issue. However, I still don't think simple diplo hits is enough to counteract the advantage gained by defying the World Congress. You were going to get those anyways! You were going to go to war with these people anyways! A diplo hit is no skin off the back of a warmonger and he has no reason to ever play the diplo game in the majority of scenarios.
I definitely feel it's worth playing around with different ideas of diplomatic interaction. Not sure if conquered civs voting for you is the perfect solution, it does clash a bit with realism (after all, conquered nations rarely thank you for the effort). I do find it interesting that we have now options in Autocracy to use military power to gain influence with City States, I definitely feel this is going to help you with diplomacy when going warmonger although it will not have much effects with CSs far away.So here's another suggestion: What if puppeted city-states/completely wiped off civs who's capitals you control automatically vote in your favor? Technically these organizations would still have their own governments and would be able to act as independents even though they clearly are not (think the Balkan nations controlled by the USSR post-WWII). The trade off is that getting enough city-state votes in this manner to have a majority is a horrendously bad idea so you'd still have to play the diplo game to some degree. You'd also be forced to keep the city-states and capitals as puppets (justified by the fact that an annexed city is directly under your control and does not have a government of its own).
You would have more chance convincing people if you stopped contradicting yourself.
Ban luxury—this could hurt a little, especially if you're struggling to keep your happiness up already.
Embargo city-states—depending on your style (i.e. are you Genghis or are you Alexander?), this one could hurt the most.
Embargo—by the time you're into the Renaissance, you've probably killed half your rivals and are getting ready to attack the rest. Who cares if they embargo you?
Standing army tax—hurts the AI, but not human players; you don't actually need a big army to be an effective warmonger.
Nuclear non-proliferation—if you haven't won by the time nukes come around, you're either about to win or you've already lost.
I don't see any WC resolutions that will really hurt warmongers.
Ban luxurythis could hurt a little, especially if you're struggling to keep your happiness up already.
Embargo city-statesdepending on your style (i.e. are you Genghis or are you Alexander?), this one could hurt the most.
Embargoby the time you're into the Renaissance, you've probably killed half your rivals and are getting ready to attack the rest. Who cares if they embargo you?
Standing army taxhurts the AI, but not human players; you don't actually need a big army to be an effective warmonger.
Nuclear non-proliferationif you haven't won by the time nukes come around, you're either about to win or you've already lost.
They should handle it the way Galactic Civilizations II handles it......
You can leave the WC, but you take a diplo hit & cant trade with anyone.
"Diplo hit" meaning what, automatic AI hatred against the leaving party? For that to work (particularly in multiplayer where you can't conjure hatred against a player) there should be a huge incentive for players remaining in WC to keep the club intact.
that being said. I believe it should be possible to leave. but a new option within the WC would be to declare a common war against the civ.
concerning diplomatic victory, the votes required to win should not be decreased, or automaticly set for Nay.
So, you want to be able to leave and still vote .