SayHayKid
Prince
- Joined
- Oct 30, 2022
- Messages
- 324
I know several players were frustrated when @Civinator removed military alliances altogether from CCM. I like his rationale behind it. Those pop-ups do get annoying. However, I do think it removes some diplomacy strategy. For example, getting Civs to gang up on a runaway Civ. I am torn trying to decide what to do with it in my Mod. Keep it? Ditch it? Move it to later?
I am also thinking of delaying Right of Passage. It can be an exploit by the human player by agreeing to a Right of Passage, invade, and then declare war. But if military alliances are removed, you won't have the ability to march across a friendly neighbor Civ to invade another Civ (especially on large Pangea maps). I think @Theov was discussing this in his thread on non-tradeable techs.
MPPs are perfect at Nationalism right before the World War eras.
I am also thinking of delaying Right of Passage. It can be an exploit by the human player by agreeing to a Right of Passage, invade, and then declare war. But if military alliances are removed, you won't have the ability to march across a friendly neighbor Civ to invade another Civ (especially on large Pangea maps). I think @Theov was discussing this in his thread on non-tradeable techs.

MPPs are perfect at Nationalism right before the World War eras.
Last edited: