Josephias
Emperor
- Joined
- May 8, 2007
- Messages
- 1,466
I missed the opportunity to rant about this change in the patch notes thread (however, others did for me). Nevertheless, I find this "correction" so incorrect (sorry about the pun
) that I felt it deserves it's own thread (didn't found any, so I'm creating it - sorry if I missed it).
As @leandrombraz pointed out in the patch notes thread, I never saw it as an exploit. I share @nzcamel toughts it was even thematic: in RL you do not always go to war to conquer a full city - maybe you just want a specific piece of land that now is controlled by a different neighbour. You go on full campaing and may conquer the capitol of a zone just to deny its influence, but then retreat only keeping what you need. Shortly said: if you look to any historic map evolution, you would notice frontiers switch a lot more than capitol ownership.
Add to this @BroterInJah comments about AI not being the best one selecting which tiles it gets for each city, and indeed it becomes a pain having this "feature" removed, without trying to sort out the rationale of the exploit and considering other solutions (maybe it has been done, but it does not look so).
Which brings me to the grievances (warmongering) system. The only reason I see this tile swapping mechanic could be an exploit is you could deprive your neighbours of land/important resources just by conquering, getting the tiles you want and returning the city with no/minor consequences. But, would it haven't been a more elegant solution to add you grievances for each tile swap from an occupied city? - say, in example
+3 grievances if you swap a normal tile (+1 if a "barren" (tundra, desert, snow) tile)
+2 extra (up to +5) if the tile has a working (not pillaged) improvement
+2 extra if the tile has a bonus resource (cummulative with the improvement up to +7, +5 wihtout improvement)
+3 extra if the tile has a strategic/luxury resource (cummulative with the improvement, up to +10, +8 without improvement).
This way, you should take into account the "war point ecconomy" of switching frontiers - ¿is it worth to do so vs keeping the full city?, making it less of an exploit and more an additional use of a game mechanic.
Saying that, an open question that also bugs me and maybe also shows how the war/grievances system could have been developed much more:
- Why don't you generate grievances from pillaging?... you are robbing and burning someone else fields, villages and monasteries, and nobody cares about that?.

As @leandrombraz pointed out in the patch notes thread, I never saw it as an exploit. I share @nzcamel toughts it was even thematic: in RL you do not always go to war to conquer a full city - maybe you just want a specific piece of land that now is controlled by a different neighbour. You go on full campaing and may conquer the capitol of a zone just to deny its influence, but then retreat only keeping what you need. Shortly said: if you look to any historic map evolution, you would notice frontiers switch a lot more than capitol ownership.
Add to this @BroterInJah comments about AI not being the best one selecting which tiles it gets for each city, and indeed it becomes a pain having this "feature" removed, without trying to sort out the rationale of the exploit and considering other solutions (maybe it has been done, but it does not look so).
Which brings me to the grievances (warmongering) system. The only reason I see this tile swapping mechanic could be an exploit is you could deprive your neighbours of land/important resources just by conquering, getting the tiles you want and returning the city with no/minor consequences. But, would it haven't been a more elegant solution to add you grievances for each tile swap from an occupied city? - say, in example
+3 grievances if you swap a normal tile (+1 if a "barren" (tundra, desert, snow) tile)
+2 extra (up to +5) if the tile has a working (not pillaged) improvement
+2 extra if the tile has a bonus resource (cummulative with the improvement up to +7, +5 wihtout improvement)
+3 extra if the tile has a strategic/luxury resource (cummulative with the improvement, up to +10, +8 without improvement).
This way, you should take into account the "war point ecconomy" of switching frontiers - ¿is it worth to do so vs keeping the full city?, making it less of an exploit and more an additional use of a game mechanic.
Saying that, an open question that also bugs me and maybe also shows how the war/grievances system could have been developed much more:
- Why don't you generate grievances from pillaging?... you are robbing and burning someone else fields, villages and monasteries, and nobody cares about that?.