kenneth1221
Warlord
- Joined
- Apr 18, 2016
- Messages
- 202
What pantheon did the Celts take?
Bran that gives +25% ranged strength, without Bran it should be around 48 which is still extremely high for a medieval city.
No it did not adopt fealty, nor had any wonder that boosts city strength.
Bran - reduced to 25% RCS (was 50%)
I agree with you that it should be fun, and it looks like you stop having fun mid game. You think you have won, and it might not be truth (you win when the victory message appears, not before then). But it doesn't matter if you still can lose
Not really sure who the elitist here is. You might want to look up the definition of that word.
Ok... If you are a player that has truly annexed or puppeted half of the World by the time you have fusilier... then yes you are a pro begging for more challenge. And I'm willing to make the argument for you that Diety should be made insane for you. I'm willing to see all difficulties raised. New people to this mod should start at settler! However I'm also Going to make this point. This is not a pure War simulation. And while you may have taken over half the world. Can you actually maintain the happiness the rest of the game? Maybe the World Congress make some changes that threw some wrenches in your streamlined approach?
That should actually be a role playing theme of an Authority game is to quickly take over a large area then deal with the trouble of actually maintaining it. Now, I don't know whether or not this theme/challenge is being presented to you... Maybe it's not hard enough. But this should be the theme of it in my opinion. Not just pure conquest and no chance of an unruly populace.
It's a valid point that he has not won until proven, but it is also a fact that he was getting bored. Several anti warmonger mechanics were introduced to try to prevent the player from being in such situations too early, but if the rein is too tight people complain about the artificial limitations.
I will also say if Diety players want a greater challenge, the easiest way to do that....remove the range and logistics promotions as options in your games. Those are the main force multipliers in the game, take those out and your going to have a much harder time just steamrolling the world.
Also, don't play epic/marathon where warfare is more of a crutch. Can also play peaceful games that are sometimes harder and break up the grindiness of heavy warmongering.
I don't care if I'm playing at deity or immortal or whatever- I'll play at whatever level gives me a consistent challenge.
I plan on making major improvements to diplomacy, deals, etc. AI throughout this year.
It's like complaining about the fact that the Aztecs completely dominate the early game, while Austria is crap. If you keep playing Austria until industrial age and manage to survive, you will win more often with Austria than the Aztecs. That's the thing with late bloomers, they are better suited to win if left alone, so playing an early bloomer you must be sure that you hindered those as much as possible. It comes to no surprise that many games are lost because a runaway civ out of reach. You dominate your early game, your continent, make everyone nearby a vassal, and then some civ in another continent suddenly skyrockets its techs, you try to stop it but can't send enough units in time since they are well protected in the other side of the world.
Authority strong start is well known to us. But Authority bonuses don't reach the late game, you have to make use of your early advantage so whatever you gained in the early game can push you later. If you don't play the late game you will not acknowledge this. In the late game you may face a backyard civ that suddenly has make a breakthrough in the world congress, and decision after decision is able to ruin your victory.I disagree completely that it is complaining. Tradition needs a buff to adress lack of happiness, gold, and production (or rather other policies e.g. authority deserves a nerf to production and science). UI can't compensate for anything when you don't need UI to win a game with authority. For example my last game with Babylon I didn't even have an UI and UB and UU. I didn't use science specialist at all (beside two in capital, locked in renaissance) until Industrial and only because of illiteracy, not to gain gs. I was able to get all my science through kills and taking cities. I got like two scientist, one from Writing and went for an academy with him, which I didn't lock for half of the game because it was garbage tile compared to 7 food or 7 production or writers or much needed civil servants.
I didn't invest in buildings because I was spending all my money on units (I bought 80% percent of them, that is a way to go it with authority) and upgrades.
I nearly haven't used Bowmen at all because, mostly they were sitting in cities, ranged units are too powerful on the defense, that is correct but not of much value at the offensive (as they should be), against cities and melee units. I needed siege to achieve my goals.
Walls of Babylon, yeah my cities very never really sieged and because I didn't use scientist they were just normal walls for me.
Of course I do not deny that Progress, then Rationalism or Industry Babylon would be a beast. Possibly even game-breaking beast.
Authority, even when at peace, by giving you a strong early game development is giving you everything. Because of how this game scales it is just a fact. Early hammers gets you every yield faster. Hammers are the most important yield until at least Industrial and they can be easily transferred into every yield the way gold or science or culture can't.
The fact that as Progress or Authority you can govern tiles and specialists of your cities and add internal trade routes into equation to grow your core cities to sizes nearly as good as tradition AIs without putting much effort to it is a little balance-breaking don't you think?
By the way thanks to Gazebo and HeathcliffWarriors diplomacy is clarifing and begins to be really excellent. Conciously choosing sides and denouncements, avoiding competing with city states with your friends, and denying or feeding possible enemies your spare luxuries is now very rewarding. I feel I can literally create a situation when my obvious enemy cannot afford to go to war with me.
When your competitors that cannot reach you bribe some nearby warmonger to DoW you is also very thoughtful and welcomed.
Is anyone against "get x each great people points in all your cities" city-state quest reward? It is atrocious to managment and clarity when you get all great persons in city screen while working only one. And it requires you to scroll a lot. I am a player that manages every citizen manually and really wish that was changed. I DoW any city state even if it is my ally, if I am going to win this.
Found an ancient ruin with Shoshone on an island and now I have a zeppelin in early renaissance.
Spoiler :![]()
I starting playing without vassals, just because they are so strong in many aspects (not just the votes).Another idea for curbing too easy warmonger wins: for those warmongers who are going for DiploVic., I feel it becomes too easy mostly due to all your Vassals voting for you as leader; what if this was restricted such that only those Vassals who are Content with your rule do so?
Another idea for curbing too easy warmonger wins: for those warmongers who are going for DiploVic., I feel it becomes too easy mostly due to all your Vassals voting for you as leader; what if this was restricted such that only those Vassals who are Content with your rule do so?
I think a lot of power for warmongering runaways comes from their Vassals (don't forget that they also give lots of Science and Culture and receive more Tourism as well as many other benefits) so curbing that a bit is probably a good idea. Maintaining a "Content" status is actually not that easy if you have different Religions, so I think that may be a good starting point. I also want to reiterate my previous suggestion of a new mechanic that allows other Civs to start a "liberation war" with you, such that your capitulated Vassal becomes their voluntary Vassal temporarily and a DoW is issued for some minimum amount of turns...and perhaps the Warscore upon making peace could determine the outcome of it all, such that you get your capitulated Vassal back if you have >25 Warscore at the end of that war.
Another idea for curbing too easy warmonger wins: for those warmongers who are going for DiploVic., I feel it becomes too easy mostly due to all your Vassals voting for you as leader; what if this was restricted such that only those Vassals who are Content with your rule do so?
I think a lot of power for warmongering runaways comes from their Vassals (don't forget that they also give lots of Science and Culture and receive more Tourism as well as many other benefits) so curbing that a bit is probably a good idea. Maintaining a "Content" status is actually not that easy if you have different Religions, so I think that may be a good starting point. I also want to reiterate my previous suggestion of a new mechanic that allows other Civs to start a "liberation war" with you, such that your capitulated Vassal becomes their voluntary Vassal temporarily and a DoW is issued for some minimum amount of turns...and perhaps the Warscore upon making peace could determine the outcome of it all, such that you get your capitulated Vassal back if you have >25 Warscore at the end of that war.
I disagree. The cause in the case you describe is you being a runaway...of course you can choose your victory condition when you have a gigantic Tech lead after vassalizing and conquering half the world; this is not the problem that the "liberation war" mechanic is supposed to address and I have made other posts which were addressing it in this thread, like the "anti-runaway-alliance" idea.I'm all in for anything that makes the game especially higher difficulties but seriously your just addressing a symptom rather than the cause; in my warmonger games it's just a matter of choice of a win condition and which one is available eralier ... in my last two games as Spain Immortal/Emperor and Emperor Assyria i went for a cultural victory just because i was influential on everyone.
If the UN was founded i would have got it too because i just had too much votes and if not i was pretty much done with the tech tree in Assyria game, with both CERN and Hubble.
When you go wide enough in a warmonger game the win condition is just a flavor and limiting access to one would do nothing.
I'm not even considering the flavor aspect of a vassal not votingfor their master.
Well the contentedness value is an opinion modifier, so a low (negative) value will worsen your relationship overall and affect their approach toward you, which has many negative consequences and also increases (I think) their willingness to rebel once they fulfill all conditions; it also leaves you less "buffer" for raising their taxes (as that will reduce their contentedness), which means you'll lose GPT as Vassals have a "maintenance cost"; the main problem with this, however, as I see it, is that it's too easy to not care about this and just jack up the taxes to maximum anyway, because there isn't much danger currently from non-content vassals; I think the two suggestions I made would address this somewhat (as non-Content Vassals won't necessarily vote you in as leader and are much more likely to accept liberation war offers).I'm a little confused about how it works at the moment though tbh. What are the penalties or consequences of having an unhappy vassal currently?
Well this is something the happiness system is supposed to do; I think increasing Unhappiness from Puppets to 1 per 4 or even 1 per 3 Citizens (instead of 1 per 5 as it is now) would make sense and perhaps conquered and annexed Cities should have some extra Unhappiness even after the Courthouse has been built (could just be a City-wide Needs modifier for all Needs).I'm thinking of things like cities protesting (and not sending you their tithes), spawning barbarians near your cities (i.e. rebels), or affecting the happiness of the people in your empire.
I’m not a big fan of these suggestions. The point of vassals (at least for me) is that I don’t have to micromanage their empire and deal with their (un)happiness. Your first suggestion seems okay, but in all likelihood, it will just be a pointless annoyance that can be ignored. Along with this, some vassals (at least in the current state of diplomacy) aren’t content no matter what. We should focus on that before we deal with other aspects of vassal happiness.I'm thinking of things like cities protesting (and not sending you their tithes), spawning barbarians near your cities (i.e. rebels), or affecting the happiness of the people in your empire.
If vassals are to be nerfed, then I am content (heh) with these suggestions.as non-Content Vassals won't necessarily vote you in as leader and are much more likely to accept liberation war offers
I'm thinking that a more general Vassal-nerf would probably also make sense, like reducing the Culture, Science, Faith percentages down to 15% or maybe even 10% (from 20% right now) and Tourism down to 20% (from 33%) as well as capping the maximum tax rate at 20% instead of 25% and perhaps removing the "military levy on Era advance" mechanic.