Feel like we've beaten this subject to the floor so many times...
The solution is SO easy !!!
My biggest issue with the city states being captured is that the liberation casus belli doesn't work with them. I.e. in a recent game, my ally attacked buenos aires (right after I'd liberated it from India!) who I was suzerain of. I couldn't declare a protectorate war because we were allied. Once the alliance ended, I denounced them - but there was no liberation casus belli. I had to declare a formal war to do so.
I actually don't mind it. It strengthens the AI.
Depends on the civilization. It may strengthen some, but weaken other. That's why I think not every civilization should go this route.I actually don't mind it. It strengthens the AI.
Yes, as I commented, I figured as much. Some are giving the AI the benefit of the doubt that attacking the CS is a good tactic in the first place.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.
Not necessarily.I actually don't mind it. It strengthens the AI.
That something you might be missing has been covered throughout the thread. We're not talking about an occasional situation that is addressed via the fait accompli of liberation. it's rampant, undeterred behavior, and if non-stop protectorate wars and liberations becomes a never-ending loop or the player, how does this constitute "pretty balanced"?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.
No but you can at least do this... and its only the Renaissance, I'm sure there are better cities around but the point I am trying to make is V is a very different and duller game to VI... or IVYou can't do this In 6 or 4 you know?
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.
Doesn't it depend on which Civs you roll. Some civs won't take over city states, while others will.
Still others will attack a city state, specifically to antagonize you because they lost the envoy race and don't want the player to get the suzerain benefits.
I assume this is also true with other AI civs winning the envoy rasce and that most late game city state take overs are because of this, because you'll have a city state and a civ chugging along fine for centuries then bam, artillery barrage, walls down, tank army moves in for the kill in a quick 2-3 turn war.
In the example here, Palanque should have fallen a long time ago. It hasn't occurred to the AI to do more than pillage and bombard.The AI's ability to take down city states in the late game really surprised me. Usual limitations apply, hilly terrain and choke-points make it difficult, but trying to defend a city state appendage that's not contiguous to my empire is a fool's errand. If an AI wants to take it, they will take it.
I just loaded up a game of mine on Emperor, continents, large maps, standard settings and counted 10 city states on turn 328
Standard large maps start with 15 city states, so 5 got taken over.
On Emperor some are always left. deity is supposed to be tough.That's not too bad to me. I don't mind a few being taken - I probably should take over more of them than I do, so having one city-state taken over by every 2nd civ is kind of expected.
The problem comes when your game should start with, say, 9 city-states on a small map, and you still have 5 of them conquered. I've definitely finished games with only 3-4 city-states left over.
Why is the toughness of the difficulty level even a factor? Why is this issue characterized throughout this thread as if the problem is simply that having city-states conquered makes the game harder for the player alone?On Emperor some are always left. deity is supposed to be tough.
Agreed but a player can utilise them better. Removing an option for gameplay at a level where the AI has huge advantages does make things harder. That’s all I am saying.City-states aren't simply a player resource.