Archon_Wing
Vote for me or die
- Joined
- Apr 3, 2005
- Messages
- 5,257
Warmongering penalties actually encourage more aggressive warring. It has not actually stopped anyone from warring, and only punishes people that don't want to war as much.
* Warmongering penalties are lightest during ancient era, encouraging you to rush early and grab land violently. This overwhelming skews the focus to war early to get what you need to win and be done with it. This also means that taking cities in later eras or going to war at all is not as advantageous. So if you were to retaliate against a particular aggressor not early on, then your diplomacy will suffer.
* If you're going all out war, it's not like you care what people think anyways. Besides declarations of friendships, people hating you a lot means very little if your military is stronger.
*Joint War Mechanic. Currently the only way to get an ally is to joint war is to initiate the war, which once again, favors the aggressor. In previous games of Civ, you could receive help after you get attacked. In Civ 4 and 5, the AI leaders would care if you attack their friends; here it is restricted to the agenda of a few leaders, and rarely results in any action-- they will just ignore it as you pick them off one by one.
* "We are winning. They fear us". At this point, if they're going to hate you anyways, well, who cares?
My suggestions:
* Normalize era based warmongering penalties to be closer together. While this may not be as realistic, it is dumb to favor early warring in a game that already favors it so much.
Reasoning: Early War is too good.
* Allow War Colations. Joining a war in progress on behalf of the aggressor counts as a formal war and joining on behalf of the defender counts as a protectorate war. Unlocked at Political Philosophy.
Reasoning: Getting someone to join in a war in progress shouldn't be that hard. Also, I feel that in Civ 6, wars between other AIs are irrelevant. Both 4 and 5 had AI leaders trying to drag players into their conflicts.
*Protectorate War should be unlocked at Defensive Tactics.
Reasoning: It comes wayyyy too late.
*Allow Defensive pacts with declared friends.
Reasoning: Should be more common.
* Mandatory Occupation time regardless of peace or not. Captured cities lose all "gained" tiles that were bought or gained through culture. Districts and wonders excepted.
Reasoning: Captured Cities tend to work as good as the ones you built really fast besides those pillaged districts that you may not even need.
*Greatly reduce War Weariness in lands you own (but are not occupied). No War Weariness for defending on your own land, if you didn't initiate the war.
Reasoning: Give more advantage to the defender.
* Eliminating a Civ results automatically spawns Rebels in all their previously owned cities.
Reasoning: A small disincentive to wipe out your neighbor early, most likely not relevant later on. Genocide tends to be a good reason for revolt.
* As in Civ 5, City States will band together if you attack them to much.
Reasoning: City States get wrecked too easily.
* Cap, "We are winning. They fear us" to -10, but also allow Civs to adopt deceptive stances as was in V where they may backstab you anyways if it's in their agenda. All civs will attack anyone they have denounced if they are going to win.
Reasoning: Better managed diplomacy should result in a smoother ending, while ignoring it should be punished. Also, make the endgame more exciting.
* Resurrecting a dead civ gives +50 with the resurrected civ (decays 1 per turn), and +5 globally if you didn't wipe them out in the first place.
Reasoning: Why would you resurrect a dead civ anyways?
* Warmongering penalties are lightest during ancient era, encouraging you to rush early and grab land violently. This overwhelming skews the focus to war early to get what you need to win and be done with it. This also means that taking cities in later eras or going to war at all is not as advantageous. So if you were to retaliate against a particular aggressor not early on, then your diplomacy will suffer.
* If you're going all out war, it's not like you care what people think anyways. Besides declarations of friendships, people hating you a lot means very little if your military is stronger.
*Joint War Mechanic. Currently the only way to get an ally is to joint war is to initiate the war, which once again, favors the aggressor. In previous games of Civ, you could receive help after you get attacked. In Civ 4 and 5, the AI leaders would care if you attack their friends; here it is restricted to the agenda of a few leaders, and rarely results in any action-- they will just ignore it as you pick them off one by one.
* "We are winning. They fear us". At this point, if they're going to hate you anyways, well, who cares?
My suggestions:
* Normalize era based warmongering penalties to be closer together. While this may not be as realistic, it is dumb to favor early warring in a game that already favors it so much.
Reasoning: Early War is too good.
* Allow War Colations. Joining a war in progress on behalf of the aggressor counts as a formal war and joining on behalf of the defender counts as a protectorate war. Unlocked at Political Philosophy.
Reasoning: Getting someone to join in a war in progress shouldn't be that hard. Also, I feel that in Civ 6, wars between other AIs are irrelevant. Both 4 and 5 had AI leaders trying to drag players into their conflicts.
*Protectorate War should be unlocked at Defensive Tactics.
Reasoning: It comes wayyyy too late.
*Allow Defensive pacts with declared friends.
Reasoning: Should be more common.
* Mandatory Occupation time regardless of peace or not. Captured cities lose all "gained" tiles that were bought or gained through culture. Districts and wonders excepted.
Reasoning: Captured Cities tend to work as good as the ones you built really fast besides those pillaged districts that you may not even need.
*Greatly reduce War Weariness in lands you own (but are not occupied). No War Weariness for defending on your own land, if you didn't initiate the war.
Reasoning: Give more advantage to the defender.
* Eliminating a Civ results automatically spawns Rebels in all their previously owned cities.
Reasoning: A small disincentive to wipe out your neighbor early, most likely not relevant later on. Genocide tends to be a good reason for revolt.
* As in Civ 5, City States will band together if you attack them to much.
Reasoning: City States get wrecked too easily.
* Cap, "We are winning. They fear us" to -10, but also allow Civs to adopt deceptive stances as was in V where they may backstab you anyways if it's in their agenda. All civs will attack anyone they have denounced if they are going to win.
Reasoning: Better managed diplomacy should result in a smoother ending, while ignoring it should be punished. Also, make the endgame more exciting.
* Resurrecting a dead civ gives +50 with the resurrected civ (decays 1 per turn), and +5 globally if you didn't wipe them out in the first place.
Reasoning: Why would you resurrect a dead civ anyways?
Last edited: