Destroying neighboring CS quests are spammy and useless

Joined
Mar 31, 2012
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I think those CS quests to destroy its neighbor are quite silly. CSes are very awesome, you get a diplo penalty for DOWing them too much and they will all gang up to fight you if you "destroy" too many of them. I don't get why the game keeps spamming all these armageddon missions when they're basically useless. :nono:

At least those quests about discovering an NW or a distant empire named "Near" are more sensible.
 
They are rather pointless, as if you're a bit behind and need the points for a CS, it's likely to backfire on you; and if you're already so strong you don't care, you don't need it anyway!

I would be surprised if we didn't see far less of them after G & K comes out, especially as they have new quests planned.
 
The reason you end up with loads of these quests is once its up it will stay unless you do something about it, so after a time loads of the CSs will have this stupid quest. Would be better if quests timed out after 30 turns or something.
 
Agreed. However, liberating them is pretty cool. Did it for the first time last night. Permanent allies!
 
Agreed. However, liberating them is pretty cool. Did it for the first time last night. Permanent allies!
Not permanent, but they'll be your ally for a very, very long time unless another civ has a ton of gold to throw at them.
 
Could you not DOW the CS, take it over and trade it to some civ that likes war and as soon as he goes to war with you again just reclaim it and free it to get an instant ally?

I have a playstyle that resembles that, take a city from a civ that fights wars a lot, make it a puppet, sell it for 500-1000 cash to some random civ that wont attack me and wait for the original civ to take it back which because he likes war will DOW me anyway so I can repeat the process. I've done it a lot with Greece in my recent match.
 
Notice that when you conquer any civ that you've owned before, you don't get the option to burn / annex / puppet / liberate the city. It automatically takes on whatever status it had when you previously owned it. So you can't ever liberate a city-state that you've previously owned.
 
Notice that when you conquer any civ that you've owned before, you don't get the option to burn / annex / puppet / liberate the city. It automatically takes on whatever status it had when you previously owned it. So you can't ever liberate a city-state that you've previously owned.

Makes sense, too bad.
 
I can't find a link, but for some reason I believe its been confirmed these quests will be removed in Gods and Kings
 
Removed? They sure announced changes with the CS questing. We can only hope they took out "kill CS X" completely as it's absolutely insane since doing that doesn't give you much (50 influence? WTH!) and will most likely cause war with everyone else on the planet.

At the very least only make hostile CSs request another CS to be taken out.
 
Hopefully in CS info screen will just say who they're hostile towards, and attacking\conquering civs\CSs that they're hostile towards will give you an influence bonus, without making an actual "quest" out of it. They could also add multipliers like "hostile X 2" which means more influence.

And, on the flip side, it can say who they're friendly towards and give an influence penalty for attacking those civs\CSs; done right this can prevent the need for total war. (For this to work, the CS must be able to declare and refuse peace if they have bad enough relations; leaving the CS alone would slowly repair relations until they offer peace).
 
Yes, they are spammy and useless. that's why they are saying to have changed this too in G&K. Hope they really stand by their word this time
 
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