Ive had to abandon the last two game of FFH I played. My current game will likely also suffer the same fate. The main reason is defensive pacts.
My game now is with Perpentach, Marathon (why sometimes 2400 finish and others yr 1801?), Monarch, huge fantasy map. One ai civ was eliminated by the barbs leaving 7 others and mine. Kindros Fir is ahead of me by 300 pts. The other 6 civs are 150 or more pts behind me.
I really have no hope of catching Kindros Fir. He has at least 10 cities. I can never figure out how the ai can support so many cities when I have serious gold problems supporting less (in this case five cities) and an army big enough to defend against barbarians. Anyway, each few turns he picks up a few more pts on me. No chance of another kind of victory except that I would normally go after him with my army.
I really think I could defeat him despite having to leave lots of units on my exposed eastern border where the barbs are still frisky. However, there is no way I can declare war on him. Why not?
Defensive pacts.
In the year 1150, he has three pacts. In all there are 23 defensive pacts and not one with me. No one has asked me for a defensive pact and every civ has the option redlined so I cannot ask. That would not bother me, but to declare war on Kindros Fir, I would have to battle 3 other civs, plus the barbs. No way.
It just seems in each game the ai is creating all these defensive pacts and eliminating any chance of war. I had the aggressive ai choice selected, but so far there has not been one war, and I dont expect any with these pacts. If there is one, it would be one declared on me and I only wish that would happen as I am sure I could defeat any one civ, but not those in the pacts.
Here are my three suggestions to improve the defensive pact situation. And, I know peaceniks think there is no improvement necessary and are happy to play on with the pacts. Not me though as I find the combat in FFH the most interesting and fun.
1. Get rid of em. Make defensive pacts an option when you start a custom game just like raging barbs, aggressive ai, etc. Then, those that like them can have them and those that dont like them can make it so no civs have the pacts.
2. Allow the defensive pacts, but only for a limited amount of time. For example, Kindros Fir makes a defensive pact with Malakhim, BUT it is only good for, say, 100 turns/years, then, it must end for at least 50 turns. Of course this would not stop him from having pacts with other civs and managing it so he always has at least some pacts going. Thats why I dont like this option. It probably would be tough to program too I am guessing.
3. Have an unpredictable event occur with a pop-up box that states something like: All Defensive Pacts Are Ended for the Next 50 Turns. That would be pretty neat, I think and might really spice up the game militarily.
One thing I really like about FFH is the various unpredictable events that occur in the game. For example, getting a tech from a goodie hut, having your mine suddenly produce iron, or having your lowly warrior defeat Orthus. I think the addition of more unpredictable events would help shake things up in the later game, which, IMO lags a bit.
Ending the defensive pacts would be one thing. Also, on the negative side, how about a few natural disasters/calamities: a typhoon/hurricane takes out or badly damages a coastal city, tornadoes take out inland cities, earthquakes take out cities anywhere, a swarm of locusts destroys farms, mines explode, aliens land and attack your civ you get the idea. Or, how about a powerful unit without the loyalty promotion flipping over to your side? Bribing units with gold to join you? To add to the fun, make it more likely that the bad things happen to civs with more pts. and good things happen to the laggards.
FFH is a great game, but, if possible, please do something to improve the defensive pact current situation.
Thank you.
My game now is with Perpentach, Marathon (why sometimes 2400 finish and others yr 1801?), Monarch, huge fantasy map. One ai civ was eliminated by the barbs leaving 7 others and mine. Kindros Fir is ahead of me by 300 pts. The other 6 civs are 150 or more pts behind me.
I really have no hope of catching Kindros Fir. He has at least 10 cities. I can never figure out how the ai can support so many cities when I have serious gold problems supporting less (in this case five cities) and an army big enough to defend against barbarians. Anyway, each few turns he picks up a few more pts on me. No chance of another kind of victory except that I would normally go after him with my army.
I really think I could defeat him despite having to leave lots of units on my exposed eastern border where the barbs are still frisky. However, there is no way I can declare war on him. Why not?
Defensive pacts.
In the year 1150, he has three pacts. In all there are 23 defensive pacts and not one with me. No one has asked me for a defensive pact and every civ has the option redlined so I cannot ask. That would not bother me, but to declare war on Kindros Fir, I would have to battle 3 other civs, plus the barbs. No way.
It just seems in each game the ai is creating all these defensive pacts and eliminating any chance of war. I had the aggressive ai choice selected, but so far there has not been one war, and I dont expect any with these pacts. If there is one, it would be one declared on me and I only wish that would happen as I am sure I could defeat any one civ, but not those in the pacts.
Here are my three suggestions to improve the defensive pact situation. And, I know peaceniks think there is no improvement necessary and are happy to play on with the pacts. Not me though as I find the combat in FFH the most interesting and fun.
1. Get rid of em. Make defensive pacts an option when you start a custom game just like raging barbs, aggressive ai, etc. Then, those that like them can have them and those that dont like them can make it so no civs have the pacts.
2. Allow the defensive pacts, but only for a limited amount of time. For example, Kindros Fir makes a defensive pact with Malakhim, BUT it is only good for, say, 100 turns/years, then, it must end for at least 50 turns. Of course this would not stop him from having pacts with other civs and managing it so he always has at least some pacts going. Thats why I dont like this option. It probably would be tough to program too I am guessing.
3. Have an unpredictable event occur with a pop-up box that states something like: All Defensive Pacts Are Ended for the Next 50 Turns. That would be pretty neat, I think and might really spice up the game militarily.
One thing I really like about FFH is the various unpredictable events that occur in the game. For example, getting a tech from a goodie hut, having your mine suddenly produce iron, or having your lowly warrior defeat Orthus. I think the addition of more unpredictable events would help shake things up in the later game, which, IMO lags a bit.
Ending the defensive pacts would be one thing. Also, on the negative side, how about a few natural disasters/calamities: a typhoon/hurricane takes out or badly damages a coastal city, tornadoes take out inland cities, earthquakes take out cities anywhere, a swarm of locusts destroys farms, mines explode, aliens land and attack your civ you get the idea. Or, how about a powerful unit without the loyalty promotion flipping over to your side? Bribing units with gold to join you? To add to the fun, make it more likely that the bad things happen to civs with more pts. and good things happen to the laggards.
FFH is a great game, but, if possible, please do something to improve the defensive pact current situation.
Thank you.