RoboEmperor
Chieftain
- Joined
- Aug 16, 2018
- Messages
- 28
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Maybe they had a cultural alliance?The whole loyalty system needs a revamp in my opinion. I'm always a fan of mechanics that emulate the real world, but in this case the loyalty system is somewhat counter intuitive. If cold war germany for example was in the civ 6 universe, you'd see popular demand for the exclave West Berlin to become a part of East Germany.
Maybe they had a cultural alliance?
I do think the loyalty system overall works fairly well in the game context, although as OP highlights, there should probably be a rule that when you trade a city away, you no longer have an influence pull on it, similar to how it works when you reject a city flipping to you. As for the current system, sure there are numbers that could be tuned, and yes AI fails miserably at it, but in terms of limiting conquest, I do think conquest being too hard is not an issue the game has, quite the contrary.
The whole loyalty system needs a revamp in my opinion. I'm always a fan of mechanics that emulate the real world, but in this case the loyalty system is somewhat counter intuitive. If cold war germany for example was in the civ 6 universe, you'd see popular demand for the exclave West Berlin to become a part of East Germany. The reality was quite the opposite though.
Game play wise as well, loyalty in it's current form also contributes to screwing over AI conquests, who seems incapable of dealing with it.
Yeah, if I'm playing Eleanor I'd rather have the city than the gold.Not sure this qualifies as an exploit.