City States and Patch 2

Kopernikus1979

Warlord
Joined
Feb 4, 2004
Messages
133
Location
Germany
Hi,

in the last Patch 2 for PC (etc.) it is written that "City States will now turn into Friendly Independent Powers on Age Transition instead of disappearing completely. They will also now start with more units in Exploration and Modern Ages.". But I just had my transition to Age of Exploration and all City States disappeared. I was a sovereign over 5 city states. So that part of the patch is not working?
 
It worked for me last night on a save that was started before the patch.
 
Surely this cannot be the desired outcome. I started the Modern Age and I noticed there were empty lands so bought a load of settlers on the first turn and the all IP's appeared!
 
I did the exact same mistake. Only one in the many, many details that lead me to think that the game needed a lot of polishing before release.
 
Yeah, new CS come back in the same spots as the old ones (although not from the CS that spawn from the barbarian invasion crisis, incidentally) on the 2nd turn. It's annoying it comes after you pick your bonuses, it can make you change which attribute point you were thinking of going for, if I knew if there were going to be a bunch of nearby CS or if none spawn in those spots. I do wonder a little if any actually new CS come in or if only the returning ones do - even after the ones came back in place, I didn't see any new ones on my continent this time. I can't know which ones existed in the distant lands or not.
 
Either this patches change isn't working as intended or I have expected too much (and I fear it is the latter): I become suzerain with have a dozen CS in the exploration age. Now in the modern age...after being gone complete, in the turn two the independent powers reemerge. Partly in old locations, partly at new spots. Name and type are random, the only change might be indeed that the ones emerging at a place of an IP are now being friendly. Most disappointing is that any resources you spend into developing an indepent cities (the option to make them grow faster) is completely gone, they start out as a tribe again. I get that the reset mechanic is a core of Civ7, but that's one of the place were the implementation appears pretty rough-edged. I not asking to keep the suzerain status, but keeping at least the type and maybe development state would be avoid the feeling of having to start all over again.
 
I not asking to keep the suzerain status, but keeping at least the type and maybe development state would be avoid the feeling of having to start all over again.
I agree, it needs to be a bit more subtle, I've taken to just incorporating my City States into my Civ near the end of an era if I have the influence.
 
It feels clunky the way they respawn on the 2nd turn but think the more pressing problem is how aggressive the AI is towards IPs.

Especially at the start of modern they'll send armies halfway accross the world just to kill an IP. Definitely devalues leaders like Tecumseh or civs like Siam when the AI begins an era with an IP barbeque...
 
It feels clunky the way they respawn on the 2nd turn but think the more pressing problem is how aggressive the AI is towards IPs.

Especially at the start of modern they'll send armies halfway accross the world just to kill an IP. Definitely devalues leaders like Tecumseh or civs like Siam when the AI begins an era with an IP barbeque...
I've been writing down miscellaneous thoughts/suggestions as I've played, and I've had "AI players will avoid attacking independent people whom they or a player they have a good relationship with are influencing them" down ever since previous-era-ally AI Tecumseh popped an independent people I was in the process of befriending. I'm hoping I remember that story correctly
 
I don't mind them respawning on turn 2, but I'd like some consistency on when/where! I had a game recently where I was on a small landmass with 6 IPs in antiquity and the other homelands landmass had the rest of the AIs and IPs. I turned some of the IPs into settlements and left the rest, assuming they'd respawn on the next age. They did not. There were fewer in total in the next age, and as they were on the other homeland landmass they were promptly killed by the AIs.
 
Add it to the list of things about IPs that are less developed than even the old City States of Civ VI.

I can (sort of) see the logic behind the current mechanic: IPs only become more than tribes when a Civ (human or AI) 'raises them up' with copious amounts of Influence. That Civ goes into Crisis, all the benefits stop, so the IP collapses without the support. This is Lame, but (again, sort of) understandable.

As in so many other places in the game, though, they left out attributes to the IPs that could have been included, starting with IPs having an independent development cycle where they can, if left alone, develop into City States without 'outside' (Civ) help. That would, potentially at least, give you a new type of IP to deal with late in the Age, and an IP that might drop back to 'tribe' status with the Age change, but would Still Be There for certain - same name, same characteristics - in the new Age.

And, possibly, the IP City State could not be Suzed, only conquered, or diplomatically dealt with similar to the way Civs are, by making friends with them until you can Ally with them. Razing or 'dispersing' a City State also could have the same penalties to War Wariness that razing any other city would have. The point being this would be a different kind of political entity you had to deal with, a 'third party' between Civs and current tribal IPs.
 
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