chicorbeef
Emperor
- Joined
- Dec 26, 2017
- Messages
- 1,548
Hey everyone, so I was playing a normal game, been happily purchasing diplomatic units every few turns since the Medieval Era when I realized-isn't it a bit too easy to just go purchase all your diplomatic units as opposed to hard building them?
Purchasing diplomatic units is more efficient influence-wise than building them since you don't have to wait a few turns for them to build before you send it to the city state, and producing diplomatic units for me is a relatively constant process-I very rarely dry up of funds enough to not have enough money to purchase a couple of diplo units after the current batch has went to a city state and been expended. Since most influence bonuses occur empire-wide, the purchase cooldown in a city is not really relevant.
I'm not sure whether the AI realizes this, but I think it might, since it tends to sends diplo units in batches.
Is this a problem? I think this makes it too easy for Tradition empires to churn out diplo units and makes production not that important of a resource for diplomacy, for one. I don't feel as if there is all that much incentive to go Industry as opposed to the other Industrial trees since I have the gold I need for diplo units anyway and investment doesn't affect diplo units.
This is all also really similar to the Civ V Vanilla diplomatic system of hurling gold at city states.
If others feel as if this is a problem, I have some ideas in mind:
-Make it so that you can't purchase diplo units, but can rather only invest in them. This enhances the value of Production and the Industry tree with regards to diplo units.
-Make it so that diplo units purchased with gold have less influence (33-50% probably). This would create an interesting tradeoff-less influence now, or more influence if you have the patience to wait a few extra turns for each diplo unit.
-Increase the costs of purchasing diplo units. Self-explanatory.
-Make it so you can't purchase diplo units or invest in them. Pretty radical but would really emphasize production, which I think is a yield people place rather highly and make diplomacy a more intensive thing to plan.
-Make it so that influence bonuses such as Summer Palace apply only to the city that it is built in.
What do you think? Is this a problem or not, and are any of my ideas on point? Any other ideas/thoughts?
Purchasing diplomatic units is more efficient influence-wise than building them since you don't have to wait a few turns for them to build before you send it to the city state, and producing diplomatic units for me is a relatively constant process-I very rarely dry up of funds enough to not have enough money to purchase a couple of diplo units after the current batch has went to a city state and been expended. Since most influence bonuses occur empire-wide, the purchase cooldown in a city is not really relevant.
I'm not sure whether the AI realizes this, but I think it might, since it tends to sends diplo units in batches.
Is this a problem? I think this makes it too easy for Tradition empires to churn out diplo units and makes production not that important of a resource for diplomacy, for one. I don't feel as if there is all that much incentive to go Industry as opposed to the other Industrial trees since I have the gold I need for diplo units anyway and investment doesn't affect diplo units.
This is all also really similar to the Civ V Vanilla diplomatic system of hurling gold at city states.
If others feel as if this is a problem, I have some ideas in mind:
-Make it so that you can't purchase diplo units, but can rather only invest in them. This enhances the value of Production and the Industry tree with regards to diplo units.
-Make it so that diplo units purchased with gold have less influence (33-50% probably). This would create an interesting tradeoff-less influence now, or more influence if you have the patience to wait a few extra turns for each diplo unit.
-Increase the costs of purchasing diplo units. Self-explanatory.
-Make it so you can't purchase diplo units or invest in them. Pretty radical but would really emphasize production, which I think is a yield people place rather highly and make diplomacy a more intensive thing to plan.
-Make it so that influence bonuses such as Summer Palace apply only to the city that it is built in.
What do you think? Is this a problem or not, and are any of my ideas on point? Any other ideas/thoughts?