Nerf AI conquering City States?

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The point I and other "warmongerers" (I would just call it efficient players) are making is that an obvious solution to your problem already exists ingame, so why should we unnesessarily nerf the AI to suit players like you who don't want to pursue this option? Should we also give more science to players who don't like building Campuses? After all, shouldn't all "strategies" be equal?

I don't think the AI should be nerfed or made artificially less aggressive toward city states. I don't know what the best solution would be, but I think It's a mix of making the city states less of a pushover, best ideas so far being to give them more units from the start as difficulty ramp up, and making the benefit of peaceful city states better.

I am a warmonger myself in most of my games, but I don't think that it's necessarily good for the game that conquest is always the best solution to everything, much less the only one.
 
Either make the CS be considered as a whole civ in terms of warmongering (as in BNW) or give players the ability to gift them units. It gets ridiculous when every time I gain a suzerainity the deity AI invariably declares war against the CS... And you cannot protect them because said AI is your friend.
 
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Don't want to build an army and liberate city states? --> Don't have City States!

This is quite beside the point I'm trying to make. I usually have an army and I'm fine with conquering/liberating city states. My point is that beyond a certain amount of periodic reconquering of city states by anyone, the whole influence/envoy system becomes useless. Even if you liberate a CS, the envoys will have been reset, both yours and the AIs. added up to the fact that you now need buildings to make use of the 3 and 6 envoys bonus, CS peaceful interaction is reduced to suzerainship, which you get much easier with liberation, including conquest of the CS -> gifting to an AI -> liberating again.

I'm coming to think too that major civs should be able (after a certain civic) to sign a protection agreement with city states for a set amount of turn (maybe with other conditions, say you need at least 3 envoys ?), so that attacking the CS would act as a declaration of war on the protector as well. It would allow the player and AI's to prevent the conquest of city states with their army deterrence, rather than re-liberating it afterward.

Once again, the issue with the current state of "war only" interaction is that it nullifies the envoy/influence mechanic. Well the main issue in my opinion anyway.
 
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Civ 6 is a 4X game and the key difference between a 4X game and a War Game is non-military options to supremacy. That IS the difference and for that difference to be maintained all paths to supremacy must be properly balanced to ensure the diversity of strategies remains viable that is a major selling point of the game.

The 4 X'ses that make up 4 X: eXplore, eXpand, eXploit, eXterminate. The entire meaning of 4X is describing conflict and winning by being faster/better at executing the earlier stages of the game, leading to a swifter eXtermination phase at the end. Now this conflict can be non-warlike (for example "exterminating" your rivals in Off World Trading Company by buying them out) but conflict is a central part of any proper 4X. There is also a ton of viable different startegies in civ 6, so I don't know what you are even on about there?

No title before Civ 5 BNW was ever played without warmongering and that's exactly what Civ 5 BNW did right that led to its superior success in attracting builder/peaceful players.

BNW a good "builder" title? Have you even played any of the previous games in the series? Civ 4 blows it out of the water in builder options and different strategies (to the point that now a decade beyond release people are still discovering new ways to balance their economy) Civ 6 is also already vastly superior to BNW in terms of buildering, with districts and tons of other new features. Yes you need a standing army to defend yourself and occasionally fight in both 4 and 6, but I'd argue that is entirely how civ should be designed. Civ's that spend their entire existence at peace IRL don't achieve much at all either.

What does BNW even really have to offer a builder player? The shallowest worker game in the whole franchise? Expansion so nerfed that you might as well not bother settling anything yourself beyond 3-5 cities? Yeah great builder game that:rolleyes:

The reason Brave New World was so popular is because it build on what was already a popular title, and civ 5 became popular because it "streamlined" away half the core civ experience to cater to a casual audience. Not because its builder game was vastly superior (as it wasn't)

You speak as if "Builder" players are less skilled than warmongers and are playing a sandbox. Since when has warmongering prowess been the definition of skill and competence? I could just as easily say that you could happily warmonger your way to Victory in Civ 6 without building as much as token infrastructure. What a sandbox way to play.

I did not say that at all, in fact I have the utmost respect for people who try a pure builderish path to victory, some of my favorite civ 6 videos where civtrader6's peaceful Deity attempts. I said that pure builder is an inneficient strategy in any 4X worth its salt. I've played variant peaceful games myself as well, I quite enjoy them in fact, still doesn't mean I think it should be equally viable to play peaceful, since that is of course a nonsensical and arrogant demand.

Putting "Should we also give more science to players who don't like building Campuses" as an example of "shouldn't all "strategies" be equal" is a childish parody that misrepresents what balance is all about. I.e. Straw man Argument. You know full well what we mean by strategy and not building campuses for a science victory doesn't sound like strategy at all.

Both example players (the one who doesn't build Campuses and the one who refuses to war) are ignoring an obvious solution to their problems that is already in the game and wanting the game to then be altered to suit their playstyle, and both are pursuing an equally, obviously, flawed strategy. I also said nothing about a science victory in the context of the campuses example, so who is erecting a strawman here! :lol:

Not having to conquer everyone you meet but engaging in peaceful collaboration as a path to Supremacy, that is something that deserves equal placing with conquest as that is the reality that we live in now.

Very far off-topic there, but the only reason we live in a world where everyone peacefully "collaborates" is not beacuse we've turned into a planet of hippies or something, but because world conflict would cause more losses than gains for anyone involved (nukes, collapse of the global economy, etc.). AI loses nothing, gains everything by killing city states, so logic dictates it should do it.
 
Wouldnt it just be easier to increase warmonger penalties for taking over CS's and make them universally throw out envoys of Civ's that take over maybe 3 CS's as well as turn angry similar to how Civ5 handled it? It could even be made a CS-only emergency.
 
OT perhaps but Phil are you going to stream anytime again? I always enjoyed them.

I've considered it a few times, but the landscape + present quality has changed so much. I've also considered doing something like playthroughs that jump to interesting parts and leave most of the gameplay out (there's a good HOI 4 player that does this). I'm not sure I'd do Civ 6 if making such a comeback though. I'd put Rimworld, HOMM, Warlords 3 higher.

I also hate losing all my envoys when a city-state conquer and get a mere three if you liberate them. AI seems to get an absurd amount of envoy's and will displace you from suzerain status a couple of turns later. City states defense force tends to become very weak as era progress.

There really should be a mechanism to defend targeted city states in order to protect envoys...and the AI should defend its assets using this too.

I for instance can easily argue that in a non-sandbox game like higher difficulty civ 6, the player should not have absolute freedom of choice without consequences, some options should not be open to the player without a severe punishment for doing or not doing so.

The idea in a strategy game is to make some options better than other options, but to have which option is best vary. This is what forces the player to think about what to do. It's also a bit tangential to the city state question...realistically the city states themselves are failing their stated design because they're candy pinatas for all civs, including player. Tweak a few things, and capture vs suzerain + defend is a more interesting consideration, because the right answer isn't constantly obvious.

There should be consequences for wrong choices. This is however, not the topic at hand. It is the fact that the every choice that is not a military one is currently a wrong one and people are actually against changing the status quo which is obviously flawed.

Right now, military force > alternatives by a wide margin at the mechanical design level. That's been true in every civ game (even in the BNW examples, how did most MP matches end?). This is because the design allows military to intercept any other victory condition, and makes other victory conditions require allocating at least some resources that could be military into not-military.

You speak as if "Builder" players are less skilled than warmongers and are playing a sandbox. Since when has warmongering prowess been the definition of skill and competence?

Since it has been the dominant strategy in the only venue where everyone is trying to win the game.

The idea that no Civ game before Civilization 5: Brave New World was ever played without warmongering is flat out wrong. I won numerous peaceful games in cIV without going to war once.

It has been consistently possible in any civ that allowed alternative victory conditions and it has consistently been non-viable when your opponents are trying. Civ 5 is no exception in that design, not even in BNW. No civ produced with multiple VCs to date has been an exception. You can win peacefully in any of them, and players who are trying could ruin you with conquest for trying it given equal abilities on both players.

My opinion is that more choices make for better games

Choices don't do anything useful unless they're meaningful. That standard requires them to be the best option sometimes, but not all times. If a choice doesn't meet that standard (IE you can never pick something or always pick it and be mathematically optimal), it's a false choice.
 
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Choices don't do anything useful unless they're meaningful. That standard requires them to be the best option sometimes, but not all times. If a choice doesn't meet that standard (IE you can never pick something or always pick it and be mathematically optimal), it's a false choice.
Yes of course. That's why I want the option/choice of sending envoys to city states to be more meaningful.
 
Hey, is this topic really still going on strong? I checked back in to see if talking out this rudimentary exercise in logic had allowed cool heads to see how one-sided the issue is.

Haven't the contingent advocating that nothing should be changed and that players should just constantly DOW an AI civ every blankety-blank time one decides to attack a CS is a glib canard of a sentiment? Has it not sunk it in that even if you concede that it's a perfectly sensible tactic in many situations for the AI to sometimes attack a CS, that's different from the situation we have now where it's a constant?

I don't think the AI should be nerfed or made artificially less aggressive toward city states.
Well, that begs the question: What constitutes "artificial" nerfing in regards to the behavior of an artificial intelligence?

If you mean the AI doesn't steamroll a CS despite it being tactically sound in regards to its specific agenda/personality/strategy, then that's a fair stance. I'm with you, and I think a lot of folks would be. But again, we don't have that right now. We don't have "peacekeeprs" like Roosevelt and Curtain and Bruce looking to protect CS's from the depredations of Barbarosa, Genghis, and Alexander. That cool bit of ludonarrative isn't taking place. The AI is defaulting to this behavior in lieu of deterrents.

And a deterrent here isn't declaring war. The AI doesn't connect the player declaring war to its CS-attacking penchant, so it remains undeterred. Both the player and AI civ's need to see proper diplomatic options like declaring protection, the ability to include "make peace" into trade deals, a discuss option to insist the attack stop, and/or an option to immediately go to war with a civ that attacks a suzerainty. And what's the deal with the warmonger penalty for attacking a CS? Why isn't that acting as a deterrent? I certainly get nastygrams and frowny faces when I gun for a CS.
 
Well, that begs the question: What constitutes "artificial" nerfing in regards to the behavior of an artificial intelligence?

I think he means "make the AI play poorly on purpose" in this context. At least, that would be the most credible argument to make, and it's why arguments to buff city state defenses are more reasonable than making the AI ignore what the game presently offers up as easy resources just to allow city states to live.

That does of course assume that to the AI conquest is the best tactic. I'm not convinced that's always the case, though it might be for something as inept at the strategic level as the AI.
 
Maybe I'm missing something, but I'm still not sure why it's such a big deal to lose all the envoys. Liberating a city state resets them for everyone, gives you 3 back and you are suzerain so you automatically get most of the bonus back. Sure you may have sunk 10 envoys in originally but it's really only the first 6 that matter much here so at most you lose 3 which you can get back with a single civic or tech. The war mongering reduction also helps offset any penalty for declaring the war and you can also declare a protectorate war. It seems pretty balanced to me.
 
So, after 7 pages, there is still someone that doesn't see the problem with having someone like Pericles, who builds freaking acropoles everywhere (and whose agenda is to have envoys everywhere), conquering Kumasi or Nan Madol? Or Peter conquering a religious CS (while spending tons of faith on that missionary zerg)? I'm speechless.
 
So, after 7 pages, there is still someone that doesn't see the problem with having someone like Pericles, who builds freaking acropoles everywhere (and whose agenda is to have envoys everywhere), conquering Kumasi or Nan Madol? Or Peter conquering a religious CS (while spending tons of faith on that missionary zerg)? I'm speechless.

Historically speaking, Pericles presided over an Athenian Empire which conquered many City States through the guise of the Delian League. So, Pericles conquering City States actually models history better. :D
 
Firaxis probably did it so there would be more emergencies and wars of liberation. But it has ended up making the game much worse.
 
Historically speaking, Pericles presided over an Athenian Empire which conquered many City States through the guise of the Delian League. So, Pericles conquering City States actually models history better. :D

Historically I don't think (or, at least, I hope!) no leader lived for 6050 years, so... :D
 
Stop blindly defending everything Firaxis does.


Everything? Is that the best you can do?

Defending one aspect of the game doesn't mean I agree with everything they do.
I have said repeatedly that I think the game without mods is very poor and I
wouldn't recommend it to anyone without Gedemon's excellent maps. Firaxis should
live up to their earlier promises and do a lot more to help modders, especially
now that R&F is out.
What a delight it is to never have to see you or your pathetic accusations again.

Moderator Action: Answering a troll only derails the thread. Please cease this argument. leif
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
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There is nothing wrong with playing devils advocate.
AI was CS agressive before R&F
Hate it but also understand why it’s there, also many of us blindly killl them so why not the AI, it’s only some civs.... the ones in the game
 
The 4 X'ses that make up 4 X: eXplore, eXpand, eXploit, eXterminate. The entire meaning of 4X is describing conflict and winning by being faster/better at executing the earlier stages of the game, leading to a swifter eXtermination phase at the end. Now this conflict can be non-warlike (for example "exterminating" your rivals in Off World Trading Company by buying them out) but conflict is a central part of any proper 4X. There is also a ton of viable different startegies in civ 6, so I don't know what you are even on about there?

I'll call the straw man again, whoever said anything about making Civilization without conflict again? Conflict and power struggles come in myriads of forms when it comes to human existence. Not all forms of conflict are inherently evil in that power struggles exist in every situation whenever there is an obstacle to overcome and is the basis of any story. You have made the error of lumping them altogether on equal ground when truly, there exists a fundamental difference between bloody military conquests and peaceful competition. The term peaceful does not imply a lack of objective or competition but refers to a alternative path that does not prioritize bloodshed.

Right, "Ton of viable different strategies". Tell me how there is a "Ton" of viable options to keep city states alive past early game again? You can't say this "Don't want to build an army and liberate city states? --> Don't have City States!" then go on to say there is choice on the matter. Having to build an invasion force just to liberate city states so that they can even exist defeats the whole purpose of going the peaceful route in the first place. Mind you I'm not even talking about defending them, I'm talking about having them exist. A peacekeeping force and an Invasion force requires very different investments in case you haven't realized. And having to invest in a invasion force when going the peaceful route renders any advantage of not warmongering moot.

BNW a good "builder" title? Have you even played any of the previous games in the series? Civ 4 blows it out of the water in builder options and different strategies (to the point that now a decade beyond release people are still discovering new ways to balance their economy) Civ 6 is also already vastly superior to BNW in terms of buildering, with districts and tons of other new features. Yes you need a standing army to defend yourself and occasionally fight in both 4 and 6, but I'd argue that is entirely how civ should be designed. Civ's that spend their entire existence at peace IRL don't achieve much at all either.

What does BNW even really have to offer a builder player? The shallowest worker game in the whole franchise? Expansion so nerfed that you might as well not bother settling anything yourself beyond 3-5 cities? Yeah great builder game that:rolleyes:

The reason Brave New World was so popular is because it build on what was already a popular title, and civ 5 became popular because it "streamlined" away half the core civ experience to cater to a casual audience. Not because its builder game was vastly superior (as it wasn't)

BNW is a superior "builder" title simply by the fact that it prevents ICS. ICS makes quality, the central tenet of building strategies, redundant by prioritizing quantity. There is no fun to building strategies when quality doesn't matter. Civ 6 repeats the same mistake unfortunately. Not saying expansion is a bad thing but there needs to be proper limits somewhere so that choices matter and not simply more = better. Whether or not it is more popular because of whatever reason is debatable and we should stop there or we'll need market statistics.

Again, did anyone mention anything about not building a military again? You really should stop implying that as a pretext because it makes it seem like I'm advocating a defenseless play when I'm clearly not.

What BNW offers? You can't do this In 6 or 4 you know? Even if you did they won't make a significant difference in the light of sheer quantity.
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I did not say that at all, in fact I have the utmost respect for people who try a pure builderish path to victory, some of my favorite civ 6 videos where civtrader6's peaceful Deity attempts. I said that pure builder is an inneficient strategy in any 4X worth its salt. I've played variant peaceful games myself as well, I quite enjoy them in fact, still doesn't mean I think it should be equally viable to play peaceful, since that is of course a nonsensical and arrogant demand.

Oh you totally did.

I think the fact that civ 5 had such braindead AI that you could happily just Builder your way to victory without even needing more than token defenses, even on Deity, has falsely changed peoples viewpoint that peace had been any more than a variant in previous games (above a certain level of competance at least, of course if you putter around in your sandbox on lower difficulties you can do whatever you want)."

You have
a: Directly implied that building/peace play is and should be an inferior sandbox strategy and by extension anyone who does it is therefore less skilled.
b: Directly implied that warmongering deserves more credit than peaceful play, and by extension implied that building players don't deserve as much credit for not doing so
c: Called such players "arrogant" and "nonsensical" for wanting it to be equally creditable as warmongering.

All 3 implications cannot be justified just by you saying you have "utmost respect for people" when what you stated clearly betrays your true opinions.

Both example players (the one who doesn't build Campuses and the one who refuses to war) are ignoring an obvious solution to their problems that is already in the game and wanting the game to then be altered to suit their playstyle, and both are pursuing an equally, obviously, flawed strategy. I also said nothing about a science victory in the context of the campuses example, so who is erecting a strawman here! :lol:

And players who state stuff like "wanting the game to then be altered to suit their playstyle" build their arguments on the false assumption that the game is not biased towards any play style when it clearly is and the argument holds no water when that presumption is exposed. Yes we want it altered but only because it is biased right now and should be altered. The way you phrase it makes it seem like it is unreasonable to demand fixes to an imbalanced game.

Oh so you weren't talking about Science Victories. What context were you driving at then? The context I provided is not excluded as a possible extension of what you have stated by the way, so it's not exactly a Straw Man. Giving more Science to players who don't build Campuses can be done in the name of balance if Science costs are off and I see no inherent wrong in that.

Very far off-topic there, but the only reason we live in a world where everyone peacefully "collaborates" is not beacuse we've turned into a planet of hippies or something, but because world conflict would cause more losses than gains for anyone involved (nukes, collapse of the global economy, etc.). AI loses nothing, gains everything by killing city states, so logic dictates it should do it.

So why are people against such a cost being reflected in Civ 6 and at the same time against any non-conquest route being buffed in the game?

Alright then what if we didn't nerf AI aggression to City States but buffed their (AI) defensive capabilities instead? Oh I'm sure some would be opposed to this as well because City States being captured doesn't affect their play style at all and they would hate that players who don't play the same way get some advantage that in no way affects their own play style at all.
 
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Heya, so I updated AI+ and included some changes that reduce the amount of city states captured, mostly through just making city states build more units during the ancient era, which both reduces desire to attack and chance of success if they still go for it.
Unfortunately they still manage to capture too many for my taste (I couldn't find a way to bring it even lower), but at least they leave some city states alone.
I hope that'll help some of you here.

For those of you wondering why the AI attacks so many city states, it seems there's no system in place that makes the AI care about potential future benefits from keeping a city state around. I think it does care about being suzerain/having envoys, but that's mostly irrelevant in the ancient and classical eras. Because it doesn't really care about that, it seems to just see these cities, with their minimal defenses as the easiest targets. Add that they don't have strong inhibitions when it comes to declaring war on these, and you've got yourself a lot of dead city states.
 
After a couple of games, I'm not playing another one until this is fixed. It kinda ruins the game for me. Basically eliminates a full set of features, wonders and strategies.
 
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