Linklite
Emperor
- Joined
- Sep 2, 2019
- Messages
- 1,682
In terms of the Victories:
Domination I think loyalty makes more interesting, but a bit harder. You have to think more about which order you crack the cities in. On the other hand, you have a whole new method of achieving your goal.
Cultural I think is actually helped. You can gain cities without upsetting anyone which means you can still maintain open borders with them so it doesn't hamper your efforts like an invasion or even indirectly make things more difficult like forward settling would.
Science is helped in a similar manner. OK, war isn't quite as directly problematic, but you can still gain cities while focusing your resources on things other than having a bigger, badder army. It's actually what has happened in my current game - I was a large power (largest in the game, but notnby much) relying on my Hansas to keep me ahead of everyone else. I went into a Golden Age while my neighbour fell into a Dark Age, and I destabilised one of his cities which caused his empire to collapse and be absorbed into mine. I'm now indisputably the superpower in the world racing ahead into an SV while everyone else is languishing back in the medieval era. Not one shot was fired.
Diplomatic is significantly helped. You can, once again, knockout rival civs so long as you're fine with having a free city on your border (their capital). As long as it's not in a really awkward place, you can just leave it be. Or just take the +5 penalty. Alternatively, can you gift it? Gift it to the one civ you're going to leave alive and form a cultural alliance with them.
Religious is made inconvenient. Not being able to set up a missionary and apostle factory where you want is frustrating. It's not a major deal though - you can just send them from far away, which is viable. It's just slower because you have to send them 20 turns or so before they arrive, leaving a lag between when and where the units are arriving and events on the ground. I get around it by sending enough units to convert each civ in one or so turns. It also allows me to bypass the diplomatic consequences of constantly refusing to heed their request to stop converting them.
Score is helped because it's just another way of gaining score.
Generally, loyalty makes it easier to get a Victory. In terms of smaller gameplay, it does increase the challenge a little. However, I'm also.glad to no longer have to deal with random foreign cities in the middle of my empire. Or if I do, it's not for long before the situation resolves itself.
Domination I think loyalty makes more interesting, but a bit harder. You have to think more about which order you crack the cities in. On the other hand, you have a whole new method of achieving your goal.
Cultural I think is actually helped. You can gain cities without upsetting anyone which means you can still maintain open borders with them so it doesn't hamper your efforts like an invasion or even indirectly make things more difficult like forward settling would.
Science is helped in a similar manner. OK, war isn't quite as directly problematic, but you can still gain cities while focusing your resources on things other than having a bigger, badder army. It's actually what has happened in my current game - I was a large power (largest in the game, but notnby much) relying on my Hansas to keep me ahead of everyone else. I went into a Golden Age while my neighbour fell into a Dark Age, and I destabilised one of his cities which caused his empire to collapse and be absorbed into mine. I'm now indisputably the superpower in the world racing ahead into an SV while everyone else is languishing back in the medieval era. Not one shot was fired.
Diplomatic is significantly helped. You can, once again, knockout rival civs so long as you're fine with having a free city on your border (their capital). As long as it's not in a really awkward place, you can just leave it be. Or just take the +5 penalty. Alternatively, can you gift it? Gift it to the one civ you're going to leave alive and form a cultural alliance with them.
Religious is made inconvenient. Not being able to set up a missionary and apostle factory where you want is frustrating. It's not a major deal though - you can just send them from far away, which is viable. It's just slower because you have to send them 20 turns or so before they arrive, leaving a lag between when and where the units are arriving and events on the ground. I get around it by sending enough units to convert each civ in one or so turns. It also allows me to bypass the diplomatic consequences of constantly refusing to heed their request to stop converting them.
Score is helped because it's just another way of gaining score.
Generally, loyalty makes it easier to get a Victory. In terms of smaller gameplay, it does increase the challenge a little. However, I'm also.glad to no longer have to deal with random foreign cities in the middle of my empire. Or if I do, it's not for long before the situation resolves itself.