drubell
Prince
- Joined
- Sep 20, 2010
- Messages
- 513
Something that has bothered me since the Georgia Emergencies stream is something that appears to direct conflict with how Emergencies were marketed on the store page and how Emergencies trigger, based on how they were described in the stream. Emergencies are marketed as “when a civilization grows too powerful, other civilizations can join a pact against the threatening civilization, and earn rewards, or penalties, when the Emergency ends.”
When I read that, I get the impression that if a Civ is “grow[ing] too powerful,” an Emergency is declared to stop the “threatening civilization” from being on the brink from winning the game, i.e. “growing too powerful.” I don’t think I’m off target by claiming that the intention of Emergencies are largely to create a priority for multiple players/AI to oppose a powerful runaway civ that will win without intervention.
So I want to focus on two of the five Emergencies that I feel are mostly likely to be the cause for Emergencies in a game: Military Emergency and Betrayal Emergency. As far as I understood on the stream, the Military Emergency triggers if someone leading in a victory type attacks and holds a civ’s city. The Betrayal Emergency triggers from declaring war on a civ they have an alliance with.
The issue I have with these particular Emergencies is that they both seem to be triggered by starting a war (which also seems to be the case for the City-State and Nuclear Emergencies) rather than being triggered by stopping a runaway AI. This seems to make the Emergency mechanic more anti-war than anti-runaway. I argue that, in fact, the best way to deal with a runaway civ is to declare war on them and either take their cities, cut off an alliance to attack them, attack their city-states, or nuke them. If I become the target of an Emergency for trying to STOP a runaway civ, then that appears to be a direct conflict of how Emergencies were marketed.
Here’s an example: Say that Brazil is on the path to winning a Cultural Victory in 20 turns and is closest than any other civ to winning the game. Brazil is unlikely to declare a war on another civ, because the path of least resistance is to just to ensure the victory happens in 20 turns; starting a war only threatens to slow down the Cultural Victory by destroying trade routes or open border agreements.
Now imagine I am England. Perhaps I’m leading in the Science Victory but I am 50 turns away from winning it compared to Brazil’s 20 turns to Cultural Victory. Or perhaps I’m in the middle of the pack as far as Demographics goes, but I am leading in Domination because I wiped out America back in the Classical Era. According to way the Emergencies were explained, this means that if I declare war on Brazil and take a city or multiple cities to stop Brazil from winning, I will have a Military Emergency declared on ME, not the civ who’s going to win in 20 turns. Similarly, if I was allied to Brazil and I wanted to cut that alliance off and declare war on Brazil to prevent Brazil’s imminent victory, I will have a Betrayal Emergency declared on ME, not the civ who’s going to win in 20 turns.
My major point here is that attempting to stop a runaway civ through a declaration of war means that Emergencies trigger on the civs trying to stop a runaway civ, rather than on the runaway civ itself.
When a civ like Brazil in this scenario has a pending win, then if the other civs want to prevent such a win, they should do whatever action is required to stop Brazil from winning. I think it’s hard to argue that war isn’t the best option. I also think it’s hard to argue that breaking an alliance with an imminent winner to attack and prevent its win isn’t a bad option other.
So going back to the way Emergencies were marketed, if a civ like Brazil “grew too powerful” and is about to win that Cultural Victory, then other civilizations like me (England) should “join a pact against the threatening civilization, and earn rewards, or penalties, when the Emergency ends." But that seems to be in direct contrast how a Military or Betrayal Emergency would work. Attempting to stop Brazil, the “threatening civilization” about to win the game, through war (arguably the best way to stop a civ from winning), would trigger an Emergency on me as a direct result of trying to prevent its win. Again, Brazil is unlikely to trigger an Emergency himself because he'll win his Cultural Victory faster by not declaring a war.
From the way Emergencies were marketed, it appeared that a runaway civ would have to face conflicts from other civs uniting to stop the runaway from winning. But the Emergency system seems to work oppositely from that system, where the civ trying to stop the runaway from winning triggers the Emergency on the non-runaway civ instead.
When I read that, I get the impression that if a Civ is “grow[ing] too powerful,” an Emergency is declared to stop the “threatening civilization” from being on the brink from winning the game, i.e. “growing too powerful.” I don’t think I’m off target by claiming that the intention of Emergencies are largely to create a priority for multiple players/AI to oppose a powerful runaway civ that will win without intervention.
So I want to focus on two of the five Emergencies that I feel are mostly likely to be the cause for Emergencies in a game: Military Emergency and Betrayal Emergency. As far as I understood on the stream, the Military Emergency triggers if someone leading in a victory type attacks and holds a civ’s city. The Betrayal Emergency triggers from declaring war on a civ they have an alliance with.
The issue I have with these particular Emergencies is that they both seem to be triggered by starting a war (which also seems to be the case for the City-State and Nuclear Emergencies) rather than being triggered by stopping a runaway AI. This seems to make the Emergency mechanic more anti-war than anti-runaway. I argue that, in fact, the best way to deal with a runaway civ is to declare war on them and either take their cities, cut off an alliance to attack them, attack their city-states, or nuke them. If I become the target of an Emergency for trying to STOP a runaway civ, then that appears to be a direct conflict of how Emergencies were marketed.
Here’s an example: Say that Brazil is on the path to winning a Cultural Victory in 20 turns and is closest than any other civ to winning the game. Brazil is unlikely to declare a war on another civ, because the path of least resistance is to just to ensure the victory happens in 20 turns; starting a war only threatens to slow down the Cultural Victory by destroying trade routes or open border agreements.
Now imagine I am England. Perhaps I’m leading in the Science Victory but I am 50 turns away from winning it compared to Brazil’s 20 turns to Cultural Victory. Or perhaps I’m in the middle of the pack as far as Demographics goes, but I am leading in Domination because I wiped out America back in the Classical Era. According to way the Emergencies were explained, this means that if I declare war on Brazil and take a city or multiple cities to stop Brazil from winning, I will have a Military Emergency declared on ME, not the civ who’s going to win in 20 turns. Similarly, if I was allied to Brazil and I wanted to cut that alliance off and declare war on Brazil to prevent Brazil’s imminent victory, I will have a Betrayal Emergency declared on ME, not the civ who’s going to win in 20 turns.
My major point here is that attempting to stop a runaway civ through a declaration of war means that Emergencies trigger on the civs trying to stop a runaway civ, rather than on the runaway civ itself.
When a civ like Brazil in this scenario has a pending win, then if the other civs want to prevent such a win, they should do whatever action is required to stop Brazil from winning. I think it’s hard to argue that war isn’t the best option. I also think it’s hard to argue that breaking an alliance with an imminent winner to attack and prevent its win isn’t a bad option other.
So going back to the way Emergencies were marketed, if a civ like Brazil “grew too powerful” and is about to win that Cultural Victory, then other civilizations like me (England) should “join a pact against the threatening civilization, and earn rewards, or penalties, when the Emergency ends." But that seems to be in direct contrast how a Military or Betrayal Emergency would work. Attempting to stop Brazil, the “threatening civilization” about to win the game, through war (arguably the best way to stop a civ from winning), would trigger an Emergency on me as a direct result of trying to prevent its win. Again, Brazil is unlikely to trigger an Emergency himself because he'll win his Cultural Victory faster by not declaring a war.
From the way Emergencies were marketed, it appeared that a runaway civ would have to face conflicts from other civs uniting to stop the runaway from winning. But the Emergency system seems to work oppositely from that system, where the civ trying to stop the runaway from winning triggers the Emergency on the non-runaway civ instead.
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