yes ... sorry. but, please bear with me, this is not a whingy, negative thread about how vassals suck because i beat Civ X into submission and now they won't give me everything under the sun. It's more what I hope will be a sensible ideas thread on the refinement of vassals.
I will start by saying that I quite like the vassal system. Yes, it has issues, but i can see what the designers were trying to achieve. The first thing people need to understand clearly is that the vassal system was put into the game as a strategic choice, not a conquest reward (although it can help speed up certain warring related victories.) Just like everything else in the game, there are things to consider when accepting a vassal - you need to weigh up what you lose by acceptin the vassal vs what you gain. Much of the time it won't be worth it, and you should just reject and keep conquering them, but sometimes it is (or should be) worth it.
One thing I won't mention here is the bugs, particularly to do with AI not considering war properly in vassal decisions, and also vassal happiness not working, etc. Everyone is aware of these, they've been posted about a million times and firaxis has stated on more than one occasion that they will be fixed in the patch. enuf said. Instead I'd like to focus on the finer points a bit.
Ok, lets get one thing straight. Game balance is the most important thing here - more important than realism, more important than historical accuracy, last time I looked this is still a game. I don't understand why people expect a capitulated vassal to just hand over everything, this would completely break game balance. Let me see, hmm, you're offering capitulation. Ok, I can accept your offer, and get everything in your empire NOW, including all your techs which I don't have, or I could take the rest of your empire by force which involves:
- Investing more hammers in building more miliitary to conquer the last few cities.
- Suffering through the 6-10 turns of anarchy until you can use the city.
- rebuild all of the important buildings which were destroyed and are providing benefit to the city/empire.
- regrow the population as many citizens may have been lost due to unhappiness/whipping to get buildings back.
- NOT get any techs which you have and I don't.
Hmm, not really much of a choice if you ask me, although I will concede that when you own the city yourself you can usually get a heck of a lot more out of it than the AI. But seriously peoples, of course accepting vassalage is not going to be as good as having the cities yourself, it needs to be that way for balance. Think about it this way, with the extra resources (and turns, lets not forget!) you were going to spend with killing off Civ X, you're now onto Civ Y which means your empire is still getting larger and you're getting fringe benfits from Civ X whilst you go! It's really not as bad as many people make it sound.
However, having said that, I still think that the percentage of time when accepting a vassal is genuinely useful could perhaps be a little higher. Please note in saying this I am disregarding the old 'milk all their gold' scheme which many people say is the main advantage of a vassal currently - because firaxis have said it was bad design and will be fixed in the patch, to what extent I don't know. So, it would appear that vassals are a strategic choice and that you can get the most out of them when your relations with them are still good enuf to get some serious trading/gifting from them. To me this brings up some interesting questions which I would be really interested to hear people 's thoughts on. I'm phrasing them as questions because I haven't made my mind up on them yet and would like some other points of view on the matter.
1) It seems the best target for vassals are other civs that you are on good terms with because you can declare an unexpected war, quickly strike into the heart of their cities, accept vassalage and they will still be on good enuf terms with you to be useful. OTOH, a bitter war enemy who hates your guts is unlikely to be cooperative ever, and makes a poor vassal. This strikes me as interesting because it appears to promote backstabbing your allies. thoughts anyone ?
2) Should it be easier to bring vassals back to decent terms (if you're really trying to) after a capitulation? Currently it just seems to be almost impossible in many cases, especially since those negatives just hang around for so damn long? Suggestions? Maybe negatives should dissappear at twice the rate for vassals? There is also the issue of vassals refusing to talk due to previously cancelled deals, but I believe this is going to be fixed in the patch.
3) One of the big reaons I reject vassals is culture. If you're halfway through an invasion of a really big civ, you can have 4-5 of your newly conquered cities almost unworkable because of pressing culture from the cities you haven't attacked yet. This makes vassalage a lot less desirable here. Also, I am unsure of whether the 'we yearn to join our motherland' unhappiness is reduced at all for vassals? Suggestions? Maybe a masters 'fat cross' is always protected from its vassals culture (the culture is still there, but ignored if it is higher than the master's. That way if the city gets destroyed then the vassals culture will 'pop in'.) Also, maybe there should be a 50% reduction in 'yearn to join motherland' unhappiness with vassals.
4) The AI giving reasons for not trading with you other than disliking you. For example, I don't think a vassal of yours should say 'we aren't ready to trade this technology just yet' or 'we fear you are becoming too advanced' etc. One of the things you can do is direct a vassals research, now the only possible advantage I can think of for this is multiple paths of research. So chances are you are getting the vassal to research something which NOBODY has, which is nice. But the whole thing becomes quite pointless if they won't give it to you because the standard 'we're the only one who knows it so we won't trade it' rule is still in force. thoughts ?
Anyways, thats quite enough for one post I think! Again I'll reiterate that I do like that the current vassal system aims to give the player an interesting, strategic choice - as opposed to a conquest 'reward' which just tips warring even more in the overpowered direction. Once the bugs are fixed it will be a reasonably good system, however there is always room for some refinement
Cheers,
RedFury
I will start by saying that I quite like the vassal system. Yes, it has issues, but i can see what the designers were trying to achieve. The first thing people need to understand clearly is that the vassal system was put into the game as a strategic choice, not a conquest reward (although it can help speed up certain warring related victories.) Just like everything else in the game, there are things to consider when accepting a vassal - you need to weigh up what you lose by acceptin the vassal vs what you gain. Much of the time it won't be worth it, and you should just reject and keep conquering them, but sometimes it is (or should be) worth it.
One thing I won't mention here is the bugs, particularly to do with AI not considering war properly in vassal decisions, and also vassal happiness not working, etc. Everyone is aware of these, they've been posted about a million times and firaxis has stated on more than one occasion that they will be fixed in the patch. enuf said. Instead I'd like to focus on the finer points a bit.
Ok, lets get one thing straight. Game balance is the most important thing here - more important than realism, more important than historical accuracy, last time I looked this is still a game. I don't understand why people expect a capitulated vassal to just hand over everything, this would completely break game balance. Let me see, hmm, you're offering capitulation. Ok, I can accept your offer, and get everything in your empire NOW, including all your techs which I don't have, or I could take the rest of your empire by force which involves:
- Investing more hammers in building more miliitary to conquer the last few cities.
- Suffering through the 6-10 turns of anarchy until you can use the city.
- rebuild all of the important buildings which were destroyed and are providing benefit to the city/empire.
- regrow the population as many citizens may have been lost due to unhappiness/whipping to get buildings back.
- NOT get any techs which you have and I don't.
Hmm, not really much of a choice if you ask me, although I will concede that when you own the city yourself you can usually get a heck of a lot more out of it than the AI. But seriously peoples, of course accepting vassalage is not going to be as good as having the cities yourself, it needs to be that way for balance. Think about it this way, with the extra resources (and turns, lets not forget!) you were going to spend with killing off Civ X, you're now onto Civ Y which means your empire is still getting larger and you're getting fringe benfits from Civ X whilst you go! It's really not as bad as many people make it sound.
However, having said that, I still think that the percentage of time when accepting a vassal is genuinely useful could perhaps be a little higher. Please note in saying this I am disregarding the old 'milk all their gold' scheme which many people say is the main advantage of a vassal currently - because firaxis have said it was bad design and will be fixed in the patch, to what extent I don't know. So, it would appear that vassals are a strategic choice and that you can get the most out of them when your relations with them are still good enuf to get some serious trading/gifting from them. To me this brings up some interesting questions which I would be really interested to hear people 's thoughts on. I'm phrasing them as questions because I haven't made my mind up on them yet and would like some other points of view on the matter.
1) It seems the best target for vassals are other civs that you are on good terms with because you can declare an unexpected war, quickly strike into the heart of their cities, accept vassalage and they will still be on good enuf terms with you to be useful. OTOH, a bitter war enemy who hates your guts is unlikely to be cooperative ever, and makes a poor vassal. This strikes me as interesting because it appears to promote backstabbing your allies. thoughts anyone ?
2) Should it be easier to bring vassals back to decent terms (if you're really trying to) after a capitulation? Currently it just seems to be almost impossible in many cases, especially since those negatives just hang around for so damn long? Suggestions? Maybe negatives should dissappear at twice the rate for vassals? There is also the issue of vassals refusing to talk due to previously cancelled deals, but I believe this is going to be fixed in the patch.
3) One of the big reaons I reject vassals is culture. If you're halfway through an invasion of a really big civ, you can have 4-5 of your newly conquered cities almost unworkable because of pressing culture from the cities you haven't attacked yet. This makes vassalage a lot less desirable here. Also, I am unsure of whether the 'we yearn to join our motherland' unhappiness is reduced at all for vassals? Suggestions? Maybe a masters 'fat cross' is always protected from its vassals culture (the culture is still there, but ignored if it is higher than the master's. That way if the city gets destroyed then the vassals culture will 'pop in'.) Also, maybe there should be a 50% reduction in 'yearn to join motherland' unhappiness with vassals.
4) The AI giving reasons for not trading with you other than disliking you. For example, I don't think a vassal of yours should say 'we aren't ready to trade this technology just yet' or 'we fear you are becoming too advanced' etc. One of the things you can do is direct a vassals research, now the only possible advantage I can think of for this is multiple paths of research. So chances are you are getting the vassal to research something which NOBODY has, which is nice. But the whole thing becomes quite pointless if they won't give it to you because the standard 'we're the only one who knows it so we won't trade it' rule is still in force. thoughts ?
Anyways, thats quite enough for one post I think! Again I'll reiterate that I do like that the current vassal system aims to give the player an interesting, strategic choice - as opposed to a conquest 'reward' which just tips warring even more in the overpowered direction. Once the bugs are fixed it will be a reasonably good system, however there is always room for some refinement

Cheers,
RedFury
. Still would maintain, despite my ignorance, that it rings true. Imagine the following