I'm definitely not thrilled that another empire can reduce your Gold or Happiness income by 10% with the press of a button, without any apparent countermeasure.
It says “relationship change if accepted” at the bottom of the tooltip - I wonder what not accepting the terms entails? Perhaps there is some sort of countermeasure.
It says “relationship change if accepted” at the bottom of the tooltip - I wonder what not accepting the terms entails? Perhaps there is some sort of countermeasure.
I'm definitely not thrilled that another empire can reduce your Gold or Happiness income by 10% with the press of a button, without any apparent countermeasure.
Preface with the fact I can't stand the vertical format and hyperactive exaggerated movements on tiktok videos (not to mention the Chinese government subversion element of the company).
Diplomacy looks decent so far, good to see a decent variety of non-military aggressive actions to take against opponents. Espionage looks a bit underpowered though if those turn estimates hold true - we'll probably see the common case where Steal Technology spam is the main espionage action people use. Espionage was one area Civ VI did pretty well, so hopefully we get something more in line with that via expansions later.
Finally, a diplomacy system that lets you directly hurt and help others! I’m really excited for this. Weaponized diplomacy is the shot in the arm that civ-to-civ interactions needed.
I really hope the Civ 5 mechanic of bribing others to go to war returns too.
I am more glad there is option to incite raid. I know AI is not reliable but I want to feel that I push diplomatically through influence independent powers to do something rather than just renting unuts from them - if anything, I as superpower should be renting units to their causes to push my agenda. I understand it's more so 'Hiring mercenaries' type of thing but I simply dont feel the 'Hire' in it.
Really looking forward to using diplomacy as part of the core gameplay loop and not just as something I visit every 30 turns to tediously renew my friendships.
Consolidating diplomacy to use a single yield was overdue. Incremental addition of diplomacy-related features has left Civ VI in a spot where about half the yields, progress measures, currencies, whatever were just for some niche diplomacy use. It was overdesigned and despite - or maybe even because - of this it didn't carry as much weight as it should.
Just a short recap on all the variables which were in play for diplomacy: Influence (Points towards Envoys), Envoys, Alliance Points, Favor, World Congress Votes, Opinion, Grievances, Visibility Level, Diplomatic Victory Points, and indirectly Loyalty.
This is me and the cultural victory, which I disabled because I kept accidentally achieving it 100 turns before I was anywhere close to the scientific, religious or diplomatic victory I was pursuing . . .
This is me and the cultural victory, which I disabled because I kept accidentally achieving it 100 turns before I was anywhere close to the scientific, religious or diplomatic victory I was pursuing . . .
I don't have this problem because post-GS the Culture Victory is the only one I pursue. I used to enjoy a balance of Culture/Science victories, but GS made the Science Victory so tedious that I rarely have the patience for it anymore.
Oranges are now the leading cause of diptheria amongst the world's children. Don't blame me, I'm just the guy who sponsored a couple of dozen scientific studies until I got one that "proved" this to be the case and brought it to the attention of the World Congress.
And vote with them to remove your points. It breaks even, then sneak in the last few points you need some other way. Or just win diplo before the modern era
I'm definitely not thrilled that another empire can reduce your Gold or Happiness income by 10% with the press of a button, without any apparent countermeasure.
Diplomacy should be the possibility of annexing another civilization or sustaining a civil war with another without fighting, for example Spain in 1936, or Ukraine today or the United States in Nicaragua in 1983
I really hope that this works out well. If there will be a problem, it will be:
A. Too easy to generate plenty of influence and manipulate the field with tedious diplomacy.
B. Too difficult to generate influence to really utilize it therefore limiting its value.
C. Too few meaningful actions to spend diplomacy on to make it worth your time.
I hope they strike a good balance. I would even like to see things like trade agreements cost influence per turn. You would essentially be turning influence per turn into gold per turn (trade routes) but you would have to commit for a turn limit. The longer the turn limit, the better the deal. Breaking these agreements would have severe consequences diplomatically. But I just simply hope their plan works as there is about 500 ways to do this. I will be happy with any one that works well.
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