I thought it to be an AI-only feature, but you know what, now that you mention it, there's absolutely no reason why it shouldn't apply to the human player as well.
Okay? Apart from not having a good reason to do so, that's just asinine and you know it.
Do you have any idea how high inflation scales for you if you're playing China or India on 3000BC? To deal with recession on top of that?
I know you said before that you didn't play to win, but the rest of us here still very much care about doing so.
On the matter of the rice, I agree that the UHVs that require "make this the largest city on the world" are extremely annoying and should be changed. I simply stopped trying the historical victories for Cordoba and the Aztecs because of that. An option would be to have the UHV be "reach this or that size by this date", but I would still vote to change them altogether to some other thing.
Exactly what I mean. Having the Moors and Aztecs swap over to "Reach Size X" saves a lot of headaches and certainly a lot of time spent rerolling starts.
So here's the problem:
The game is designed in a way where cities clump together.
I understand you (Leoreth) have designed this with purpose in mind; you want to see historical cities in places and you don't care if it goes against optimized city placement.
I can actually get behind that, but this concept is tied to many others and herein lies the problem. Civs rebirth and respawn based on three factors:
-Cutoff dates; certain civs cannot respawn before or after a certain time period.
-Guaranteed rebirths; Russia, China, Egypt, Iran are all parts of this.
-Number of cities in their cores, razing to one city stops respawning
Here's the conundrum. A player who wants to stay in line (as I experimented with) with your ideal style of play is screwed (keeping tight cities, achieving UHV).
You can't encourage a certain line of gamestyle without making sure it's adequately supported.
As Japan, I conquered China, didn't raze any cities and hoped to capitulate them so I could:
A. Keep with the encouraged plan. I did not raze any cities to save my stability.
B. Fulfill UHV with a minimum of pain without China respawning
So, case in point, there's one aspect of the Japanese and Prussian UHVs that needs to be re-examined because it intersects with these concepts. The conquest portion.
Why is China so hard to capitulate? There's one of two things that happens when I conquer China.
1. I take most of their cities and leave them with a few peripheral ones (Shenyang, Chengdu) and make peace. I can't capitulate them, even if my war successes are great.
2a. Because they don't capitulate, they collapse and then rebirth, either taking many cities with them, or just taking Beijing, because I am Stable. This has the effect of culture choking Xian, which is a lose-lose because if I give up Xian, it culture chokes Kaifeng and Nanjing. And if I don't, I'm saddled with an awful city that can barely work any tiles. Denying the rebirth is not an option because the stack that they come back with is unapproachable; I would lose immediately because there's only so many Hammers to go around on Normal speed.
2b. I'd like to make a quick mention that this is why civs are so prone to collapse lately. The other biggest offender being that every civ seems to hate each other just for running Buddhism or something for a State Religion. Try it, you'll get a -9 different religion modifier against France or Spain and and rack up those Foreign penalties. Now multiply that by the number of Euro + Islamic civs alive. But back to the rebirth stacks; they take their starting armies and start a mass conquest against Indie cities, then promptly collapse again.
3. Even if I could capitulate them, they'd collapse anyway and come back again, resulting in #2. It's circular.
4. I lost stability permanently due to Overextension from taking Beijing and never got "refunded" when it flipped back to China on their respawn, meaning I slimmed my chances of winning even more.
Apply everything that was just said about the Japan-China situation and apply it to Prussia-Russia.
My reasoning is this. If I'm doing well enough that I'm winning all of my battles, it would be preferable to vassalize them in context of a system that would stabilize my vassal. That should be a reward for the player.
Tight City Placement In Conflict With Area Control UHVs:
Options:
1- Don't play for UHV
2a- Razing all cities but one in the Core, it screws over your stability and wastes a lot of time in doing this (waiting out raze penalties) but there's no upheavals to worry about.
2b- Keeping all/most cities in Core to save a bit more stability but you become vulnerable to rebirth/respawn
3. Don't play to win at all
Vassalizing:
-It's difficult to vassalize civs
-Even if you do vassalize a civ, they are not very stable, they collapse easily, leading to the 2b result
Tell me if I'm wrong, but I thought the 2b option was what was intended with the redesign of stability mechanics.
The biggest, most broken aspect of this currently is how the vassalization mechanics interact and intersect with the stability and respawn mechanics.
My suggested fixes:
War successes should be increased if your Power rating is lower than your targets.
Civilizations be made easier to peace vassal or capitulate as it was before. It's downright impossible in some cases now, like Russia, Mongolia or China. I can win all battles with no losses and they still wouldn't budge.
Multiple methodologies available to the player to inject Stability or manually stabilize a vassal; this may entail Spy missions and Diplomacy
More simple than above. Vassalized civilizations do not collapse. The master civilization serves as a guarantor of their existence.
Getting rid of the religious differences malus period. It's so disruptive and the primary catalyst for civilization collapses across the Old World.
Reduce the stack number that arrives on rebirth/respawn. Better yet, have some kind of concessionary option to give to the respawning civ. If China comes back and Mongolia is collapsed, let me offer to help them set up (lose some troops/Gold to them at my discretion) in Karakorum and they can live out as a civilization in exile. Alternatively, selecting a batch of cities a la Congress for them to settle/occupy. Or let them come back and take their cities in exchange for a vassalization arrangement. Anything other than the current system. I don't actually mind rebirthing civilizations, and they actually are already weak when they spawn from under an AI occupation,
but they need to be more fair with respect to how respawning mechanics and player occupation and the choices it imposes on a player work.
Retool stability (again). It's still possible to collapse civs or knock them down a peg via a tech trade.
It's tiring to still get hit with minor and moderate crises constantly for doing nothing other than playing the game normally,
or dealing with things I have no control over or would hurt me to deal with in that there's no winning play, such as religious maluses or Era based civics maluses.
I'm getting a little tired of seeing civs collapse all the time that I wasn't directly responsible for.
Remove Anarchy and change the Cristo Redentor effect if civics maluses aren't done away with.
Some of these are quite extreme, but I feel like the game has gotten to the point where every turn is loaded with methods to make sure you can't win the game.
I just feel that we're overdue with a re-examination of the difficulty and the barriers set in place for conducive play.
I can't imagine I'm the only one who thinks this. But I won't speak for everyone.
Feel free to disagree.