So after the success of the first game, I did another one. Was the first one just a fluke, or are Sphere's of Influence just an unneeded mechanic?
The answer.... DV on Turn 355! This was on Standard Communitas_79 Immortal as Siam.
Ultimately this game was a bit harder than the last one. I had a lot of fierce competition for CS in the mid to mid-late game even though there really weren't a lot of civs I would consider "strong DV civs".
The big play this game was my great war against India. Naga Malas are just insane right now able to kill even Riflemen. And so after years and years and years of warfare, I finally ground down India and took a few key cities, making them my vassal. Morroco declared on me next, but at this point I had dominant tech and artillery, so it was a quick one to vassalize them.
The main other opponent was Ethiopia this game, pushing for a CV. My culture was pretty solid, so it was going to take some time for Ethiopia to overtake me...but the clock was on.
This game I decided to try Industry and Freedom to see if I could replicate my success with a different ideology. Ultimately I didn't miss the MIC cost reduction, I had over 50k gold by the end and literally bought everything in sight, I couldn't spend gold fast enough. The biggest loss was the double paper. I had more production than I could ever need, so it was paper that limited how fast I could churn out diplo units. However, the biggest boost for freedom was in the double coups. Almost all of my coups were 99%, so I basically just left 8 spies in 8 CS. They just kept rigging elections and couping when needed all game, effectively putting this 8 CS on lockdown. The rest I took care of with endless diplo units.
The AI tried to flip a few CS in the lategame, but I just shut down any opposition, and ending the game with 63/45 votes needed for hegemony and all but 1 CS.
The biggest "loss" from not having SOI was how strong decolonization can be, and the AI continued to use it very well. When I proposed UN, a decol along with it. When I proposed World Ideology, yep another decol. Ultimately I was able to split my votes effectively (and buy votes from my 2 vassals) to weather the storm, and came through it easy peasy on Turn 355.
Conclusion
With a second game without SOI....honestly I'm not missing them. The game is a bit more dynamic, and I haven't had any trouble leveraging my industrial might to take the CS I want. Now...the one thing might be the fact that coups are so strong right now (and will probably be weakened). Will I say the same thing without coup power backing me up? Maybe maybe not, but I don't feel I am even have to leverage my full industrial Diplo unit power to win these games, so even with less coups I could probably hold them with a bit more diplo unit power.
I am pretty happy with the results, things are looking good that SOIs could be greatly weakened (or maybe even removed) and a player can still remain competitive in the race.
The answer.... DV on Turn 355! This was on Standard Communitas_79 Immortal as Siam.
Ultimately this game was a bit harder than the last one. I had a lot of fierce competition for CS in the mid to mid-late game even though there really weren't a lot of civs I would consider "strong DV civs".
The big play this game was my great war against India. Naga Malas are just insane right now able to kill even Riflemen. And so after years and years and years of warfare, I finally ground down India and took a few key cities, making them my vassal. Morroco declared on me next, but at this point I had dominant tech and artillery, so it was a quick one to vassalize them.
The main other opponent was Ethiopia this game, pushing for a CV. My culture was pretty solid, so it was going to take some time for Ethiopia to overtake me...but the clock was on.
This game I decided to try Industry and Freedom to see if I could replicate my success with a different ideology. Ultimately I didn't miss the MIC cost reduction, I had over 50k gold by the end and literally bought everything in sight, I couldn't spend gold fast enough. The biggest loss was the double paper. I had more production than I could ever need, so it was paper that limited how fast I could churn out diplo units. However, the biggest boost for freedom was in the double coups. Almost all of my coups were 99%, so I basically just left 8 spies in 8 CS. They just kept rigging elections and couping when needed all game, effectively putting this 8 CS on lockdown. The rest I took care of with endless diplo units.
The AI tried to flip a few CS in the lategame, but I just shut down any opposition, and ending the game with 63/45 votes needed for hegemony and all but 1 CS.
The biggest "loss" from not having SOI was how strong decolonization can be, and the AI continued to use it very well. When I proposed UN, a decol along with it. When I proposed World Ideology, yep another decol. Ultimately I was able to split my votes effectively (and buy votes from my 2 vassals) to weather the storm, and came through it easy peasy on Turn 355.
Conclusion
With a second game without SOI....honestly I'm not missing them. The game is a bit more dynamic, and I haven't had any trouble leveraging my industrial might to take the CS I want. Now...the one thing might be the fact that coups are so strong right now (and will probably be weakened). Will I say the same thing without coup power backing me up? Maybe maybe not, but I don't feel I am even have to leverage my full industrial Diplo unit power to win these games, so even with less coups I could probably hold them with a bit more diplo unit power.
I am pretty happy with the results, things are looking good that SOIs could be greatly weakened (or maybe even removed) and a player can still remain competitive in the race.