Archery
"The haft of the arrow had been feathered with one of the eagle's own plumes. We often give our enemies the means of our own destruction."
--Aesop
Forgive me if this is a repost of an existing suggestion on this forum.
Currently AI warmongers benefit greatly from war and puppeting and in non-Pangaea often become runaways. They often pick on and conquer AIs that aren’t war-oriented with ease and as soon as they pick up a few cities their science output allows them to have the upper hand throughout the rest of the game. My idea to counter warmongering is to increase beaker output per turn on AIs and players when another AI or player declares war on them/you.
Beaker output will only increase per turn until the AI or player reaches an equivalent of the total number of beakers that the attacking AI has currently gained. This increase will affect any other civs currently allied with the AI/player that has been declared war on up until that equivalent of total number of beakers is reached or until a peace deal with the original civ who has been declared war on is reached. If a defense pact is signed then those civs too must sign a peace deal. There should be an immediate single boost to beakers should the AI/player who has been declared war on destroy an enemy unit, but not workers, work boats, great people, religious units, spaceship parts, or tile improvements. The attacker will receive no additional breaker output, but perhaps the honor/autocracy tree can incorporate a reduction in beaker yield per turn towards the finisher.
How this could play out practically:
Civ A is a warmonger. They are wide and have a couple of city states puppeted so their beaker output has allowed them to reach the next era before anyone else.
Civ B and C are culture oriented civs. They are small and have denounced Civ A for capturing friendly city states. They have signed a declaration of friendship. Their beaker output is not as high as Civ A’s and are lagging behind in science. They are on opposite sides of Civ A.
Civ A decides to declare war on Civ B. Now both Civ B and C have beaker output increase by a significant amount. Civ B and C soon reach up to Civ A in science. Perhaps you saw this unfold and decide to help Civ B with a gold gift helping them fend off the attack. Civ C, after a few turns, now has access to the same units as Civ A and has joined the war. Civ A now has no science advantage and must rely on unit promotion, unit numbers, and honor and autocracy trees for victory.
It is now beneficial to sign declaration of friendships with weaker civs among other boosts to diplomacy.
Let me know what you think.
"The haft of the arrow had been feathered with one of the eagle's own plumes. We often give our enemies the means of our own destruction."
--Aesop
Forgive me if this is a repost of an existing suggestion on this forum.
Currently AI warmongers benefit greatly from war and puppeting and in non-Pangaea often become runaways. They often pick on and conquer AIs that aren’t war-oriented with ease and as soon as they pick up a few cities their science output allows them to have the upper hand throughout the rest of the game. My idea to counter warmongering is to increase beaker output per turn on AIs and players when another AI or player declares war on them/you.
Beaker output will only increase per turn until the AI or player reaches an equivalent of the total number of beakers that the attacking AI has currently gained. This increase will affect any other civs currently allied with the AI/player that has been declared war on up until that equivalent of total number of beakers is reached or until a peace deal with the original civ who has been declared war on is reached. If a defense pact is signed then those civs too must sign a peace deal. There should be an immediate single boost to beakers should the AI/player who has been declared war on destroy an enemy unit, but not workers, work boats, great people, religious units, spaceship parts, or tile improvements. The attacker will receive no additional breaker output, but perhaps the honor/autocracy tree can incorporate a reduction in beaker yield per turn towards the finisher.
How this could play out practically:
Civ A is a warmonger. They are wide and have a couple of city states puppeted so their beaker output has allowed them to reach the next era before anyone else.
Civ B and C are culture oriented civs. They are small and have denounced Civ A for capturing friendly city states. They have signed a declaration of friendship. Their beaker output is not as high as Civ A’s and are lagging behind in science. They are on opposite sides of Civ A.
Civ A decides to declare war on Civ B. Now both Civ B and C have beaker output increase by a significant amount. Civ B and C soon reach up to Civ A in science. Perhaps you saw this unfold and decide to help Civ B with a gold gift helping them fend off the attack. Civ C, after a few turns, now has access to the same units as Civ A and has joined the war. Civ A now has no science advantage and must rely on unit promotion, unit numbers, and honor and autocracy trees for victory.
It is now beneficial to sign declaration of friendships with weaker civs among other boosts to diplomacy.
Let me know what you think.