Lily_Lancer
Deity
I'm always thinking about why Civ6 encourages war so much. Actually the units in Civ6 are not cheap and after a serial of updates taking down cities requires more units than Civ5 now. It uses local amenity system which encourages large empires than global happiness, however Civ4 uses the similar local happiness system and there seems no such problem in Civ4 wars.
One thing makes the Civ6 wars extremely profitable, is that captured cities yield too much.
In Civ6, when you capture a city, 25% population are lost, all buildings are kept except for walls, only buildings in the city center need fix, and are fixed quickly, all other districts and building inside districts are kept, and are running at full effect as soon as you bring your loyalty more than 75, which is only 2~5 turns. When the loyalty is below 75 you still get 50% of the yields.
In previous Civ games, 50% of the population, 33% of the buildings are lost, this rate is 100% for all cultural and defense buildings. Cities have to rebel for 10+ turns before coming into yields, and need a courthouse (civ5), or a lot of troops (civ4) to keep it working without suffering from too much punishment.
This is very large difference. Captured cities definitely yield too much in Civ6. I dislike the long rebel time in Civ4 and Civ5, however in Civ6 the yield is just too much.
Suggestions:
1: When you capture a city, all its districts and buildings are pillaged and you need to repair them.
2: The city shall yield 50% as long as it is not ceded and remains in the "captured" status, yield shall be further reduced to 25% if its loyalty is below 75. Currently the "captured " status makes little sense, only granting you 5 additional loyalty for garrison, and -0~10 for grievance,
3: When a city is captured, it shall lose tile. Its territory shall be reduced to only including the 1st ring and its districts, and then start border expansion as a new city.
One thing makes the Civ6 wars extremely profitable, is that captured cities yield too much.
In Civ6, when you capture a city, 25% population are lost, all buildings are kept except for walls, only buildings in the city center need fix, and are fixed quickly, all other districts and building inside districts are kept, and are running at full effect as soon as you bring your loyalty more than 75, which is only 2~5 turns. When the loyalty is below 75 you still get 50% of the yields.
In previous Civ games, 50% of the population, 33% of the buildings are lost, this rate is 100% for all cultural and defense buildings. Cities have to rebel for 10+ turns before coming into yields, and need a courthouse (civ5), or a lot of troops (civ4) to keep it working without suffering from too much punishment.
This is very large difference. Captured cities definitely yield too much in Civ6. I dislike the long rebel time in Civ4 and Civ5, however in Civ6 the yield is just too much.
Suggestions:
1: When you capture a city, all its districts and buildings are pillaged and you need to repair them.
2: The city shall yield 50% as long as it is not ceded and remains in the "captured" status, yield shall be further reduced to 25% if its loyalty is below 75. Currently the "captured " status makes little sense, only granting you 5 additional loyalty for garrison, and -0~10 for grievance,
3: When a city is captured, it shall lose tile. Its territory shall be reduced to only including the 1st ring and its districts, and then start border expansion as a new city.