william_jr
Chieftain
- Joined
- Jul 20, 2011
- Messages
- 1
First off, let me say that I am really enjoying the June updates.
The game now feels really rich and nicely balanced to me.
The remaining irks that I have involve the City States.
1) I hate that when you go to war , the City States allied with your opponent immediately get locked into a state of war with you and influence is locked at -60. There is no means of interacting with the City State and this state persists until you make peace (or eliminate) your opponent. The City States have no self determination is this regard.
2) I really hate that you or an opponent can purchase the allegiance of a City State away from another power without giving that power the right to reply. This is critically important when coupled with an immediate declaration of war. You could have influence of 200 with a CS, an opponent (during their turn) ups theirs to 201 and immediately declares war on you. Your erstwhile allied CS suddenly switches your influence from 201 to -60 and declares war on you (and because they are locked into that state cannot be bought or swayed. I regularly use this on the AIs
3) When you go to war I hate the repetitive set of notifications from all your allies and all your opponents allies. A declares war on X, A declares war on Y, A declares war on Z, B declares etc etc. If all your allies are also going to war with you (which seems to be the case) then a single message of "You and your allies (A, B & C) declare war on <opponent> and their allies (X, Y, Z)
4) I wish that there was another way to resolve a dispute between 2 CS other than to demolish one of them. Something like a 3 way trade, where you provide them with goods/gold/protection and they agree to settle their dispute, which in return grant you influence with each weighted by how well they felt they were treated in the deal. As it is I eventually end up with a fleet of allied CS who eventually want nothing more than to beat on each other which is a request that I rarely grant and hence can never resolve.
! & 2 combined is a real problem for me. Not only does it introduce an easily warpable/abusable game mechanic but it doesn't ring true to life. IMO some possible solutions are:
a) If a CS ally is bought away from you, you should get an immediate right to reply and up the ante.
b) CS should have self determination and not go to war just because a human/AI ally has gone to war. Perhaps only declaring war if the influence between a player and the opposing player is sufficiently large AND/OR the influence of the opposing player is less than an arbitrary amount. This might as simple as changing the definition of ally to be influence > X and influence Y greater than next highest player (or Y greater than sum of all other players).
a+b provides a simple way out of this and would also give a more realistic portrayal of CS diplomacy. And I'd love to see a diplomatic way of resolving CS disputes.
The game now feels really rich and nicely balanced to me.
The remaining irks that I have involve the City States.
1) I hate that when you go to war , the City States allied with your opponent immediately get locked into a state of war with you and influence is locked at -60. There is no means of interacting with the City State and this state persists until you make peace (or eliminate) your opponent. The City States have no self determination is this regard.
2) I really hate that you or an opponent can purchase the allegiance of a City State away from another power without giving that power the right to reply. This is critically important when coupled with an immediate declaration of war. You could have influence of 200 with a CS, an opponent (during their turn) ups theirs to 201 and immediately declares war on you. Your erstwhile allied CS suddenly switches your influence from 201 to -60 and declares war on you (and because they are locked into that state cannot be bought or swayed. I regularly use this on the AIs
3) When you go to war I hate the repetitive set of notifications from all your allies and all your opponents allies. A declares war on X, A declares war on Y, A declares war on Z, B declares etc etc. If all your allies are also going to war with you (which seems to be the case) then a single message of "You and your allies (A, B & C) declare war on <opponent> and their allies (X, Y, Z)
4) I wish that there was another way to resolve a dispute between 2 CS other than to demolish one of them. Something like a 3 way trade, where you provide them with goods/gold/protection and they agree to settle their dispute, which in return grant you influence with each weighted by how well they felt they were treated in the deal. As it is I eventually end up with a fleet of allied CS who eventually want nothing more than to beat on each other which is a request that I rarely grant and hence can never resolve.
! & 2 combined is a real problem for me. Not only does it introduce an easily warpable/abusable game mechanic but it doesn't ring true to life. IMO some possible solutions are:
a) If a CS ally is bought away from you, you should get an immediate right to reply and up the ante.
b) CS should have self determination and not go to war just because a human/AI ally has gone to war. Perhaps only declaring war if the influence between a player and the opposing player is sufficiently large AND/OR the influence of the opposing player is less than an arbitrary amount. This might as simple as changing the definition of ally to be influence > X and influence Y greater than next highest player (or Y greater than sum of all other players).
a+b provides a simple way out of this and would also give a more realistic portrayal of CS diplomacy. And I'd love to see a diplomatic way of resolving CS disputes.