aaaaaaaaaaaaaaaaa
Having said that, the problems we're declaring to be so very broken in Civ VI are largely the same issues that were in Civ V. Namely:
1) The AI doesn't do a job (if any at all) of weighing its needs against its preferences. That is to say, the fact that a civ doesn't like you should not cause it to bite off its own nose to bite off its face. A broke civ should want you to give it GPT, and an unhappy civ should want your luxuries, and it *should* be willing to offer an equitable deal based on how bad its needs are, *even* if it has to do business with someone they hate. And then in turn, that relationship where you helped them in an hour of desperation should perhaps roll off some of those negative diplo modifiers.
2) The design of the AI prioritizes the notion that players are a bunch of cheap-shotting blitzkriegers. So, they maintain massive armies even after generations of peace, and those massive armies have nothing to do and nowhere to go. They dance around the edge of our borders and we can't tell them to go away. Conversely, they get very upset when even a single unit of ours shows up near their borders. You don't even get a warning from them a lot of the time, but there will often be a "moving forces nearby" penalty for just exploring with a scout or a mounted unit. That's even if your cities are close to theirs, and even if you have open borders.
3) The trade route system exists without any real integration to the diplomacy system. In Civ V we accepted this because trade routes were tacked on with the BNW expansion, but the truth is this is absurd because trade has ever been the driving force of peaceful diplomatic relations between civilizations (especially those abutting each other). You don't have to consent to having a trade route sent to you, and worse still it seems that in Civ VI there is no inherent benefit to being a trade route destination for another civ. Of course, issue #1 is a prime reason why we're stuck at this junction: if a civ is weighted heavily towards disliking you, and its needs don't outweigh that animus, then they would probably turn off any spigot they had to control trade at their end. So, the final decision to prevent any sort of trade restrictions except in times of war.
I can see scenarios where the AI civ's DOW you even if you outclass them. I mean, they're pursuing a victory condition, and you may be outclassing them at it, so at some point they need to make some kind of move even born of desperation.I managed to actually form a long lasting friendship/alliance with Japan in one game by some miracle. It didn't seem to really do anything that special though. They decided to declare random war, probably as a join war, with Spain out of nowhere. Joint wars seem to be a strong factor in a lot of war declaration silliness. They aren't sensing weakness or anything, my military far outclasses theirs.
Of course Spain and Japan didn't feel the need to actually send any troops my way. Just declaring for the lols I guess. I took their money when they eventually offered it.
Right now in my current game almost everyone is now unhappy or denouncing me. Part of the diplomacy logic of an AI hating you is they will ask for large gold per turn with nothing to return, then get pissy when you say no. I'm not sure why they do this, I guess the logic is "if relations are bad, offer worse deals in trade" so at the worst relation their offer for anything is just zero? I'm supposed to take their crappy offer to win back their respect? Their respect which has zero value for me and will easily be wiped away when they randomly decide to declare?
AI doesn't like you breaking some stupid promise? Well, it's not like their promises have any value. Just ignore them. Slam the ESC button over and over whenever their animation starts to appear because whatever they have to say is not worth your time. Maybe you weren't planning to go for a domination victory this game, but the AI will do everything in its power to tempt you in to it.
Having said that, the problems we're declaring to be so very broken in Civ VI are largely the same issues that were in Civ V. Namely:
1) The AI doesn't do a job (if any at all) of weighing its needs against its preferences. That is to say, the fact that a civ doesn't like you should not cause it to bite off its own nose to bite off its face. A broke civ should want you to give it GPT, and an unhappy civ should want your luxuries, and it *should* be willing to offer an equitable deal based on how bad its needs are, *even* if it has to do business with someone they hate. And then in turn, that relationship where you helped them in an hour of desperation should perhaps roll off some of those negative diplo modifiers.
2) The design of the AI prioritizes the notion that players are a bunch of cheap-shotting blitzkriegers. So, they maintain massive armies even after generations of peace, and those massive armies have nothing to do and nowhere to go. They dance around the edge of our borders and we can't tell them to go away. Conversely, they get very upset when even a single unit of ours shows up near their borders. You don't even get a warning from them a lot of the time, but there will often be a "moving forces nearby" penalty for just exploring with a scout or a mounted unit. That's even if your cities are close to theirs, and even if you have open borders.
3) The trade route system exists without any real integration to the diplomacy system. In Civ V we accepted this because trade routes were tacked on with the BNW expansion, but the truth is this is absurd because trade has ever been the driving force of peaceful diplomatic relations between civilizations (especially those abutting each other). You don't have to consent to having a trade route sent to you, and worse still it seems that in Civ VI there is no inherent benefit to being a trade route destination for another civ. Of course, issue #1 is a prime reason why we're stuck at this junction: if a civ is weighted heavily towards disliking you, and its needs don't outweigh that animus, then they would probably turn off any spigot they had to control trade at their end. So, the final decision to prevent any sort of trade restrictions except in times of war.
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