From my recent experience with VP, I just wanted to drop my opinion on some mechanics on the Forum. (playing immortal, epic gamepace)
The issues I see with the current state of the city state diplomacy overhaul:
R.
The issues I see with the current state of the city state diplomacy overhaul:
- Completing city state quests is largely irrelevant for raising city state influence, which I suppose is by design and I think is completely fine - generally speaking. The problem I see is that quest rewards do not scale well at all as the game progresses. Take production or food bonuses for example. I don't know the traderoute curation on epic from the top of my head, but how is it worth considering to send a trade route if the reward is 12influence and 2 turns worth of the capital's food production? That way you will always go for trade routes based on gold,science and culture bonuses and the quest generated a non-choice (--> why have it?). The same holds true imo for almost all of the quests. While 8-12 experience for all units for capturing a city is good early into the game, why would a player bother to make a detour for another city or even consider declaring war on someone else for 10 experience if your core army is usually lvl 6++ by that time and units come out of production with 2-3 promotions already. I could continue like that to the point where, again, most of the city state quests are irrelevant non-choices and I don't even bother checking the new ones or going even slightly out of my way to complete one.
- Instead of raising influence with city states through quests (and or gold like in vanilla), VP introduces diplomatic units to do exactly that. The problem I have with that is the fact that later into the game AIs just go all-out on diplomatic units and have literally 1000s (thousands!) of influence with each and every city state in the game. This might be related to playing on immortal(?), but there should really be some mechanism to enable the player to stay in the race, e.g. less influence for subsquent diplomatic units or a cooldown or making quests relevant again in this regard. Even going full Statecraft does not really enable the player to compete with the AI for more than one or two city states without seriously damaging ones economy and risk losing the game for it. Together with the diplomatic penalty for raising city state influence this, again, makes city state interaction quite unappealing. Also since the bonuses you get are not super worth it. Hence, more often than not, I end up watching diplomatic units pile up everywhere on the map and just don't care.
- Somewhat related to the point above, Great Diplomats are supposed to have two functions, the embassy (strong thing, worth going for, all good) and raising influence with a CS while simultaneously lowering that of all other civs in the game. The issue is that a ~100 influence Great Diplomat creates an effective delta of 200 influence for its owner while a diplomatic unit at the same stage of the game generates what.. 50+ influence a pop? Meaning that 4 AI diplomatic units (effective build time = ?) just nullify the use of a great person. What this means is that it is imo not worth working great diplomat slots in favor of any other great person slot once all embassies are placed.
R.