PeterChu
Chieftain
- Joined
- Nov 11, 2016
- Messages
- 64
Technically, I deal with this problem with just a simple mod, free wall for city-state. With this, few (almost none) of the city-states on the map got destroyed. To keep city-states alive and well seems of importance for semi-passive builders such as me. "Tall‘ strategies tends to relying on city-states to provide bonuses of various kinds in mid- and late- games. If so, it could be argued to keep city-states away is essential for those pursuing the optimal performance under 'wide' strategies, AI or not.
On the other hand, in one of my recent games with R&F expansion, one city-state ( a military one) was capable of razing two cities nearby and settled by the AI civs that declared wars on me, just by its own force. It was of course good for me, since I could get two cities razed without suffering any warmonger penalty. These two cities were without walls at that moment, which made them easy targets for this particular city-state with military power around half of mine. City-states in CIv 6 are always defenseless? Not necessarily.
In short, the R&F expansion seems to encourage AI civs to take city-states on their way to expand. Like many people here, I doubt this is simply intended in order to trigger the CS emergency for human players. But I suspect in mid- or late- game, another contributing factor might be that AI civs are hard to find new lands around without negative loyalty penalty.
On the other hand, in one of my recent games with R&F expansion, one city-state ( a military one) was capable of razing two cities nearby and settled by the AI civs that declared wars on me, just by its own force. It was of course good for me, since I could get two cities razed without suffering any warmonger penalty. These two cities were without walls at that moment, which made them easy targets for this particular city-state with military power around half of mine. City-states in CIv 6 are always defenseless? Not necessarily.
In short, the R&F expansion seems to encourage AI civs to take city-states on their way to expand. Like many people here, I doubt this is simply intended in order to trigger the CS emergency for human players. But I suspect in mid- or late- game, another contributing factor might be that AI civs are hard to find new lands around without negative loyalty penalty.