Barathor
Emperor
- Joined
- May 7, 2011
- Messages
- 1,202
I believe the current form of Pledge to Protect (via the tweak from the latest big patch) is just a temporary, quick fix to address balance issues. Hopefully, the next patch has already come up with a much better form of PtP, and if not, hopefully the Firaxians see this thread and it influences them!
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Current Pledge to Protect:
1) Benefit is minor: +5 resting point.
2) If you're already well above the resting point, nothing is really gained from PtP (until your influence plummets). So, essentially, it discourages you from "protecting" city-states that you're already friends and allies with, or that you're actively completing requests for, which seems backwards.
3) Consequences are minor and fleeting if you stand up to the bully: +5 opinion weight for 10 turns (higher is bad for opinion weight).
4) Not enough discouragement to spam it. You start to gain the benefit each turn before you even have to perform any "protecting", then you just wait for any opportunities to arise through passively/actively fulfilling requests to add influence on top of the resting point. If bullying occurs, you either bail for a minor influence hit (which will recover if below the resting point or zero) or you protect it for a minor, temporary diplomacy hit with the bully (usually the latter is chosen).
5) You're not really "protecting" the city-states. It's just a potentially empty promise, since you can bail out the moment another civ bullies the city-state. Also, one would assume that the PtP would at least deter other civs from bullying your city-state, especially if you're powerful and/or you're friendly with the potential bully, but that's not the case!
It's simply a single, small modifier, with a constant value, which can easily be trumped in a couple ways. On a Standard map, if the bully is at least 11 tiles from the city-state, your PtP means nothing (on Huge, the distance is 20 tiles). Also, with regards to bullying gold, if the bully has already successfully done so to the city-state, then your PtP means nothing again.
6) Bullies neither consider the power of the protecting civ nor the relationship it has with the major civ.
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New Pledge to Protect:
1) No more resting point boost (There are plenty of other things which do that already). Instead, you pledge to protect a city-state so that you gain new opportunities to gain even more lump sums of influence by standing up to bullies.
This creates another source to gain influence with city-states, outside of requests, great merchant abilities, and such. You also benefit from it if you're already above the resting point, so it encourages you to "protect" your friends (so that maybe you can become allies) and allies (so that you can continue to keep them as an ally).
2) If a civ bullies a city-state you've pledged to protect:
3) If a civ is Friendly with a civ or player that's protecting the target city-state, it won't bully it.
This helps avoid PtP being a mechanic which deteriorates relationships with civs and only hurts diplomacy overall. If AI civs consider the relationship they have with the protector (which makes sense), then players can safely protect city-states from non-friendly civs, without worrying about having to hurt their relationship with a friendly civ that is close to the protected city-state.
4) You’re committed to at least 20 turns of protection if you pledge, not just 10.
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I think these little tweaks and additions could go a long way towards improving the Pledge to Protect feature. Also, they’re simple to implement and not too far off from the original concept.
There are other additional options to implement with this, such as bigger choices to make when a civ is at war with your protected city-state, or AI civs taking the power of other civs into consideration when deciding whether to bully or not, but both would also introduce more issues that would need to be addressed and would need a lot more refinement, so I left these out.
Do you guys agree with these simple, modified rules? Would you be satisfied with PtP if they were implemented, or do you think it needs to be expanded upon more?
- - - - - - - - - -
Current Pledge to Protect:
1) Benefit is minor: +5 resting point.
2) If you're already well above the resting point, nothing is really gained from PtP (until your influence plummets). So, essentially, it discourages you from "protecting" city-states that you're already friends and allies with, or that you're actively completing requests for, which seems backwards.
3) Consequences are minor and fleeting if you stand up to the bully: +5 opinion weight for 10 turns (higher is bad for opinion weight).
4) Not enough discouragement to spam it. You start to gain the benefit each turn before you even have to perform any "protecting", then you just wait for any opportunities to arise through passively/actively fulfilling requests to add influence on top of the resting point. If bullying occurs, you either bail for a minor influence hit (which will recover if below the resting point or zero) or you protect it for a minor, temporary diplomacy hit with the bully (usually the latter is chosen).
5) You're not really "protecting" the city-states. It's just a potentially empty promise, since you can bail out the moment another civ bullies the city-state. Also, one would assume that the PtP would at least deter other civs from bullying your city-state, especially if you're powerful and/or you're friendly with the potential bully, but that's not the case!
It's simply a single, small modifier, with a constant value, which can easily be trumped in a couple ways. On a Standard map, if the bully is at least 11 tiles from the city-state, your PtP means nothing (on Huge, the distance is 20 tiles). Also, with regards to bullying gold, if the bully has already successfully done so to the city-state, then your PtP means nothing again.
6) Bullies neither consider the power of the protecting civ nor the relationship it has with the major civ.
- - - - - - - - - -
New Pledge to Protect:
1) No more resting point boost (There are plenty of other things which do that already). Instead, you pledge to protect a city-state so that you gain new opportunities to gain even more lump sums of influence by standing up to bullies.
This creates another source to gain influence with city-states, outside of requests, great merchant abilities, and such. You also benefit from it if you're already above the resting point, so it encourages you to "protect" your friends (so that maybe you can become allies) and allies (so that you can continue to keep them as an ally).
2) If a civ bullies a city-state you've pledged to protect:
a) Give a Warning to Bully: gain +20 influence points with the city-state and +10 opinion weight for 20 turns with the civ (was +5 for 10 turns; again, higher numbers are bad).
b) Forgive the Bully: PtP ends and receive -20 influence with the city-state (existing value). You can't PtP this city-state again for 20 turns (existing amount).
3) If a civ is Friendly with a civ or player that's protecting the target city-state, it won't bully it.
This helps avoid PtP being a mechanic which deteriorates relationships with civs and only hurts diplomacy overall. If AI civs consider the relationship they have with the protector (which makes sense), then players can safely protect city-states from non-friendly civs, without worrying about having to hurt their relationship with a friendly civ that is close to the protected city-state.
4) You’re committed to at least 20 turns of protection if you pledge, not just 10.
- - - - - - - - - -
I think these little tweaks and additions could go a long way towards improving the Pledge to Protect feature. Also, they’re simple to implement and not too far off from the original concept.
There are other additional options to implement with this, such as bigger choices to make when a civ is at war with your protected city-state, or AI civs taking the power of other civs into consideration when deciding whether to bully or not, but both would also introduce more issues that would need to be addressed and would need a lot more refinement, so I left these out.
Do you guys agree with these simple, modified rules? Would you be satisfied with PtP if they were implemented, or do you think it needs to be expanded upon more?