I don't know what the solution is, but it isn't this. Firaxis has tried this a few times in Civ5 and Civ6, and I loathe it with a passion. Nothing feels more gamey than my friends suddenly turning on me "because I'm winning."Many games have an escalating power and escalating difficulty towards the final boss. Maybe there needs to be a final trial at the end. Like everyone ganging up against you.
I don't know what the solution is, but it isn't this. Firaxis has tried this a few times in Civ5 and Civ6, and I loathe it with a passion. Nothing feels more gamey than my friends suddenly turning on me "because I'm winning."
Bring back corruption? Diminishing returns for cities based on distance from your capital seems quite realistic and the max distance could slowly expand over with tech.
I feel like the game already assumes that you have something special going for you, but replacing city-states and barbarians with minor civs might emphasize that feeling.You should have to have something special going for you to make a multi-city, spread-out set of conquests work for you for any length of time before the late Medieval, and even then it's no sure thing.
So Span of Control is a very real problem from Start of Game, and extending it beyond one city takes not only Technology but is also affected by your Social and Civic structure: a Feudal Monarchy means your 'feudal retainers' run things for you, but they are liable to run them in their own best interests, not yours. A centralized government administration requires that you find a way to train all the administrators, and their supervisors, and that gets expensive in both money and manpower, and of course the larger and more elaborate the administration the more trained, literate people you are taking away from any directly productive work like Mining, Farming, Trade, Crafts, etc.
While I agree that it all makes sense historically, I'm not sure about the game mechanics of tying administration capacity to infrastructure. Stellaris does that currently, but it really just devolves into a tax on expansion as you just have to build up admin capacity to match your growth. That was pretty much the only reason I said I'd rather link it to tech though. If complete historical accuracy was the goal I'd argue differently.
There could be more subtle ways than this one.I don't know what the solution is, but it isn't this. Firaxis has tried this a few times in Civ5 and Civ6, and I loathe it with a passion. Nothing feels more gamey than my friends suddenly turning on me "because I'm winning."
As long as my friends aren't suddenly giving me the cold shoulder for metagame reasons, I'm open to ideas. But my friends suddenly breaking alliances, pulling out of declarations of friendship, and snubbing me "because I'm winning" is really jarring to me. A game should not go out of its way to remind you that it's a game unless it has meta commentary going on like The Stanley Parable...And I don't want any kind of commentary from Firaxis.There could be more subtle ways than this one.
First of all, in modern eras, turning on you should not mean declaring war. It could be - for example - making a scientific coalition to launch a common spaceship very quickly.
Something like that is happening in my current CK3 game. I'm playing as the King of Bohemia, and I married the daughter of the King of Croatia for the alliance, assuming that sooner or later I would expand into either Hungary or Poland and would want his support. Well, he got deposed--and the new queen is less than a year old, has 805 troops against my roughly 3000, and has no allies. Well, if it's the Lord's will to make me King of Bohemia and Croatia, who am I to argue? And, as you say, no one will care because no one has a vested interest in preventing me from becoming King of Croatia. We're both Catholic so Byzantium doesn't care--they're trading one Catholic neighbor for another. It's too far south for my liege the Holy Roman Emperor to care--ditto for Hungary.Instead of the ridiculous, anachronic moral outrage of the entire medieval humanity against one state because it conquers some third actor nobody cares about, there should simply exist zones of influence and alliance networks which naturally lead to world wars in the later eras if anyone tries to disturb the world order too much. That's how it works in EU4 - huge alliances form and sooner or later you simply have to face them if you wanna achieve a hegemony. Not to mention real life world wars.
100% all of this.That's regarding military domination. Religious victory shouldn't exist to begin with so that's not the issue anyway. Scientific victory should simply be something every high tech advanced AI civ goes towards by default, and works harder if it sees competition - hey, soace race was a thing during cold war, and still is nowadays. Diolomatic hegemony in the "United Nations" should be hard not because of "you are winning" modifier but because major nations naturally dislike too much influence of one hegemon. Culture victory shouldn't translate to military hostilities anyway (a lot of folks in Eurooe don't like the extent of American cultural influence, but no one sane would take arms against this).
Well it make sense when you have immortal time travelers leaders like Teddy and GandhiIf civ7 still has "warmongering" outrage nonsense coming from anybody other than modern era democracies then I'll just create a mod that flat out deletes the entirety of it.
Well it make sense when you have immortal time travelers leaders like Teddy and Gandhi
The warmongering is supposed to counter agressive gameplay from the diplomatic side, so other option is to use some inner overextension penalties, for me the obvious are:
- Exhaustion (like Alexanders troops in India)
- Moral (value based from the relation of causus belli and your populations civics)
- Logistic (tech related)
- Administration (social related)
- Cost (war is expensive)
- Domination (culture related)
The culture (ethnicity and religion) of the population of your conquest should have some significative impact on the capacity to hold those lands.
Many civs could have a design exactly to manage those conquered lands:
- Romans with "Bread and Circuses" (amenities) and the network of roads and fortress.
- Chinese with overhelming growth and highly bureaucratic administration.
- Persians and/or Indians could have some "tolerance" mechanics.
- Arabs and Spaniards with fast cultural conversion.
While other military powers like the Goths or Mongols could be really powerfull warriors but kind of bad on the cultural aspect and ended diluted on their own conquest.