PROPOSAL: Split Sanctions resolution into Diplomatic & Economic Sanctions

Do you agree with the proposed change to Sanctions?

  • Yes

    Votes: 41 70.7%
  • No

    Votes: 10 17.2%
  • Other (please explain below)

    Votes: 7 12.1%

  • Total voters
    58
For clarity, I'm going to bullet point the proposed sanction actions split as it exists in the OP. I will then add my own thoughts:
Strike Through indicates I recommend this be Removed from the proposal (I will give reason in parenthesis)
Bold Red indicates I recommend this be Added from the proposal (I will give reason in parenthesis)

Spoiler Economic Sanctions :
Economic Sanctions:
  • Cannot trade Cities
  • Cannot trade Technologies
  • Cannot trade Maps (The first 3 feel like diplomatic penalties, rather than economic ones. I would like to see Economic sanction focus solely on economy, but still making it possible to do things like embassies, tech swaps, open borders, but making all of these harder to complete because money and resources can't change hands)
  • Cannot trade Resources in Trade Deals other than Peace Deals
  • Cannot use Gold in Trade Deals other than Peace Deals (This feels implied by the original proposal to just disable all dealings other than peace deals, but I think it needs to be stipulated so people can't sell open borders, etc.)
  • Cannot Request Help or make Demands of other civs.
  • Cannot form Trade Routes to or from other civs or City-States.
  • All International Trade Routes immediately end without triggering any Trade Route Completion bonuses (I think this is implied by the previous penalty, but just to clarify)
  • Nullifies all of this player's Monopoly bonuses (both Luxury and Strategic) except for the ability to form a Corporation. (This feels extremely harsh, but it's also redundant with the ban luxury proposal)
  • No foreign Corporate Franchises can be built in this player's cities, and they cannot spread their Corporation to other players' cities.
  • All existing Corporate Franchises affected by this are destroyed.

Spoiler Diplomatic Sanctions :
Diplomatic Sanctions:
  • All Existing Embassies from your empire are removed and your Embassies are removed from other civs. (this feels like it was implied by the inability to trade embassies)
  • cannot trade Embassies (This makes you unable to do Open border or Defense pact agreements anyways, see below)
  • All existing Diplomats are expelled and cannot send Spies as Diplomats to foreign Capitals (This makes the inability to vote trade implied anyways, see below)
  • Cannot make Declarations of Friendship
  • Cannot create Coop War Agreements with other civs
  • Cannot trade Cities
  • Cannot trade Technologies
  • Cannot trade Maps (These feel more like diplomatic bonuses, so I think they should go here)
  • Cannot trade Open Borders
  • Cannot trade Defensive Pacts
  • Cannot trade Research Agreements
  • Cannot trade World Congress Votes
  • Cannot trade Third Party War/Peace
  • Cannot trade Voluntary Vassalage with other civs (exception: Iron Fist tenet allows accepting Voluntary Vassals regardless of Sanctions).
  • Cannot Denounce other players.
  • Warmongering penalties for declaring war on this player or capturing their cities are halved, and bonuses for liberating their cities are also halved.
  • This player's warmongering penalties (existing and new) are doubled.
  • Population, Economic, and War Scores for Vassal Liberation are reduced (make it easier for vassals to break away from sanctioned civs unless they have Iron Fist)
 
There've been a couple suggestions about "why not have both of them stack", my reasoning is:

1. It's not fun or balanced to be shut out of all options, with this you can preserve some of them even if one major avenue is blocked; this nerfs sanctions by making them less useful too

2. It reduces sanction spam, because AIs that want to economically sanction you might not want you diplomatically sanctioned due to the exclusivity and vice versa

3. It's less mindless, there's actual strategy involved if you have to choose

I've been thinking about this and the suggestions people have made about how to modify the resolution, I'll do the coding work and post a test patch at some point.
 
There've been a couple suggestions about "why not have both of them stack", my reasoning is:

1. It's not fun or balanced to be shut out of all options, with this you can preserve some of them even if one major avenue is blocked; this nerfs sanctions by making them less useful too

2. It reduces sanction spam, because AIs that want to economically sanction you might not want you diplomatically sanctioned due to the exclusivity and vice versa

3. It's less mindless, there's actual strategy involved if you have to choose

I've been thinking about this and the suggestions people have made about how to modify the resolution, I'll do the coding work and post a test patch at some point.

1. is more a matter of opinion. Having any kind of penalty in the game like losing a city or being sanctioned is necessary to hold stakes. If nothing in the game makes you potentially feel bad, nothing will potentially make you feel good. Surviving a sanction attempt can feel really good. Balanced can be obtained by just pushing levers until it's right. Sanctions should carry heavy lasting diplomatic implications just like declaring war would. I think a diplomatic sanction on a friend could be treated the same for instance.

A more radical balancing idea maybe is that for any active sanctions you have cast, you lose 1 WC vote. (Or perhaps one CS embassy if you are no longer allied with that CS to have more control/counterplay).

2. Is this bad if the sanctions are 2 completely independent unique proposals? If we want more variety, we should give unique pro's and con's to all resolutions and make the AI smarter about it, which is an ongoing process now I understand.

3. This is just not true? You always first need to choose which one to pass first, which would be the same kind of evaluation you are doing when you have the option for just one. In addition, I think there can be a lot of strategy involved in whether you choose to do a second sanction on competitor #1 or do a first sanction on competitor #2. Having them be mutually exclusive just means, you would nearly never switch the sanction type, because you don't really gain much by doing so. Especially, because how you suggested it, you would need 2 sessions to do so. Seems really not worth it, in any situation.


The thing I do give you that defending against it is a lot more difficult/impossible if they both get raised at the same time, so this should ideally not be possible and only one can be passed at once. If 2 civs propose different variants, perhaps one can gain priority, preferably diplomatic variant. I realise this is also not super clean. :)
 
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I've been thinking about this the last few days ever since I posted the original proposal. The proposal that Recursive has put through is imho great and with the exception of one or two things I agree wholeheartedly with it and, as the poll results suggest, the vast majority supports it.

Firstly, @Recursive , to your questioning how to address various ideas and options, I wanted to say that one possibility is to put forth a few different polls on different options/alternatives to see which elements have the support and which not. For example, we could have a poll about whether people like the mutual exclusiveness of the two types of sanctions. We could have a poll whether people support banning monopoly bonuses from (strategic/luxury) resources in the economic sanctions. We could have a poll whether people support removing the option to make DoFs or Denounce if diplomatically sanctioned. To reduce poll bloat, we could have all this in one poll/thread (kinda like @Stalker0 did in the founder/pantheon threads). So that's one option to gather more specific feedback from people. I think this will be a major change so we should take enough time to garner the feedback and not hurry.

Secondly, what I was thinking was whether we could make the sanctions a bit more realistic & double-edged for all parties involved, by introducing some bonuses for the sanctioned civs and by introducing some bonuses/maluses to civs that proposed/voted for sanctions.

For example, some bonuses for the sanctioned civ could be (just spitballing ideas):
- no unhappiness from ideological pressure,
- negative tourism modifier/gain less tourism versus a sanctioned civ (because of increased distrust, anger towards foreigners in the sanctioned civ - see for example North Korea),
- harder conditions for foreign spies (increased distrust versus foreigners),
- inability of other civs to send civilian units to your lands (diplo units, religious units, musicians - see for example North Korea, formerly Cuba, South African Republic during apartheid, Yugoslavia during the turn of the millenium),
- a temporary happiness boost (for example for the first 20 turns, giving you a bit of time to adjust to the sanctions, based on the "stiff upper lip" determination to stick it up to cruel foreigners that have caused injustice to us),
- lower passive religious pressure. We could discuss which of these consequences would also apply to other civs (for example would spies of the sanctioned civ also be less effective on foreign soil, except in CS) and which of these consequences would apply to either of the two types of sanctions and which to only one.

Then, let's talk about the diplomatic fallout from proposing/voting regarding sanctions
. The sanctions are one of the worst things that can happen to a civ, so in real life even proposing sanctions usually causes diplomatic fallout (see Russia&EU, for example). So I'd propose a separate diplo modifier for proposing sanctions (the civ that proposed it would get a major diplo hit (perhaps even stronger than from denouncement) vis-a-vis the would-be sanctioned civ and the allies of the target, but would get a major diplo bonus for the enemies of the target) and, if possible code-wise, the same would apply for the civs that voted in favour/against the sanctions proposal (allies of the target would be happy that you voted against, angry that you voted for; enemies of the target would be happy that you voted for and angry that you voted against). That would make proposing and voting even more meaningful and strategic (for example you'd have to think twice before proposing a sanction, especially if you're not sure it would get the votes necessary). Similarly, that would also apply to removing the enacted sanctions.

Another thing that we could talk about is whether to soften the sanctions a bit through the realism of smuggling/violation sanctions, for example by still allowing trade routes, but with diminished returns for both the yields and the tourism bonuses. For example we could set it so you'd only get a certain % of normal yields (gold, science, culture) and a certain % of tourism from TR completion. That's something we could discuss and ask the community, providing of course it's not too hard to code in the first place.

Lastly, two thoughts on some of the elements in the current proposal (I still have to think about a lot of stuff):
- looking at both types of sanctions, economic sanctions would imho be quite a bit more powerful than diplo sanctions, so I wouldn't include banning bonuses from resources;
- for diplomatic sanctions, I'd propose to have the sanctioned civ be hit by a production malus to diplo units and lowered GD generation;

Thanks to @Recursive for putting so much effort into this and to all in the community for such extensive feedback!
 
"Can't make Declarations of Friendship" - this is especially worrying for me.
Let's say my ally is being sanctioned (and I voted against it but couldn't prevent it), but I want to keep up my alliance with them. I can't because others said so? I can't say that "I don't care, I stick to my ally", and I rather turn against the world? (which is potentially not even the opinion of the whole world, because there can be just 1 or 2 civs who "rule" the Congress with their votes)
If I keep my cooperation with them I'm already risking repercussions in the form of negative diplo opinions.

This artificial limitation makes absolutely no sense for me, whatsoever.
Then, what about making that if you do a DF with a diplomatically sanctioned civ, you get a diplo penalty with everybody. This way you can still choose to turn against the world, and at the same time it makes sigfinicantily harder for a diplomatically sanctioned Civ to gain or maintain friends.

Also, what about the denunciations from the diplomatically sanctioned civs don't hold any effects over other leaders, to make them feel less artificial.
 
Then, what about making that if you do a DF with a diplomatically sanctioned civ, you get a diplo penalty with everybody. This way you can still choose to turn against the world, and at the same time it makes sigfinicantily harder for a diplomatically sanctioned Civ to gain or maintain friends.

Also, what about the denunciations from the diplomatically sanctioned civs don't hold any effects over other leaders, to make them feel less artificial.
But it's literally already there for those who hate the targeted civ: "You made DoF with one of our enemies" (and those who don't may have also voted against the sanction so they may (or may not) want to continue their relationship with the sanctioned civ).

It's entirely possible that only a handful of civs control the majority of the votes, so a sanction could easily pass despite many civs don't want it and even voted against it. Then what happens?
"Hmm, we liked you so far, we even voted against you being sanctioned but you know how it goes, it's passed because XY with Statecraft having a bunch of votes said that we must stop doing it, sooooo, yeaaaah ... anyway, we hate you now".

This arbitrary limitation for me is really unfounded.
 
Personally for me, when I think economic I think the larger screen, IE corporations and trade routes and stuff. To me, anything that happens in the deal making screen is more diplomatic.

So at base level I see economic sanctions as:
  • You can't make TRs with civs and with CS (we should note here, that CS denial is NOT including in the standard sanction. This is a big change, and could be an unfounded one).
  • People can't make TRs with you (I personally do not like this, I want sanctions to hurt the people that are sanctioned, not everyone else, but its a lever on the table).
  • You lose your corporations, and can't make new ones (again note they don't even have CS ability here, its completely shut down).
  • Other people lose their corporations in your cities (again I don't like this one, but its on the table).

I mean just that alone is a decent sting, you are crushing one of my economic sectors, and losing all of your corp franchise in the late game is a BIIIIIIGGGG yield loss. So I think that's already a pretty reasonable sting, its less than the current sanction, but I still would never want to be sanctioned here.

For diplomatic sanctions, I see it as "except for peace deals you basically can't use the trade screen".
 
Also let me throw out another idea. If we look at decolonization for example, its a big hit....but a temporary one. You get smacked around hard, but then its over, and you can try to recover or not as you see fit.

We could use a similar model for Sanctions:

Economic Sanctions: All of your Trade units are immediately pillaged, and franchises lost.

Diplomatic Sanctions: All ongoing deals, DOFs, and DPs are nullified.
 
Diplomatic Sanctions: All ongoing deals, DOFs, and DPs are nullified.
Actually, I would suggest that current DPs and DOFs are not nullified, but (ai) nations who voted for the sanctions can (and should) cancel them without diplomatic penalties, and new deals are disabled. Yet, those who did not vote for the sanctions should be able to keep current deals (maybe at the cost of diplo penalties). It's not like the entire world should be forced to join the sanctions.
 
Economic Sanctions: All of your Trade units are immediately pillaged, and franchises lost.

Diplomatic Sanctions: All ongoing deals, DOFs, and DPs are nullified.
These are hardly real punishments imo, more than just a temporary nuisance. You switch to build TRs in your cities and you're back where you were in a couple of turns. Same with the agreements, you can negotiate them again on the next turn.
Actually, I would suggest that current DPs and DOFs are not nullified, but (ai) nations who voted for the sanctions can (and should) cancel them without diplomatic penalties, and new deals are disabled. Yet, those who did not vote for the sanctions should be able to keep current deals (maybe at the cost of diplo penalties). It's not like the entire world should be forced to join the sanctions.
Yup, exactly.
 
Agreed with @Revolutionist_8.
Destroying all your trade routes will set you back, and cancel all your Route End instant bonuses, and you will feel that
But cancelling all your deals is nothing but a nuisance, and you can re-negotiate everything within a single turn.
 
I don't agree with losing monopoly bonus. When you have some resources and you get sanctioned you don't lose that resource. If you have 4 or 5 monopolies of luxuries and strategic monopoly then I don't see how sanctions should make you lose your monopoly.
 
Also I think that sanctioned civs should be able to make Embassies, Open Borders, Defensive Pacts, Research Agreements between each other.
 
Losing monopoly bonuses seems to have bad mouthfeel. :)

The idea is that the monopoly bonus represents your trading power over other civs; and a sanctioned civ can't trade, so they don't get the bonus.

I'm thinking Economic Sanctions could block corporations, trade routes, demands and resources/techs/maps with other civs and City-States, but retain monopoly bonuses, the ability to buy/sell cities and the ability to request help from friends.

I feel the trade penalties SHOULD apply both ways, because otherwise there's no incentive not to sanction.

I'm unsure on Diplomatic Sanctions, but I'm thinking drop "no DoFs", change "no denouncements" to "denouncements are only considered by declared friends", retain no Defensive Pacts / voluntary vassalage / Open Borders / etc. and add triple Influence decay with City-States and/or a penalty to Great Diplomat generation.

I like the idea of diplo penalties specifically for sanctions and I'll look into this.
 
I like the idea of either or both economic or diplomatic sanctions giving an additional negative % :tourism:Influence modifier to all other civs towards you. You could also make spies from foreign nations less effective/slower inside your empire if you are sanctioned.

So sanctioning makes espionage and cultural influence against you harder. Enemy spies are more conspicuous and have no support from local embassies or a racial diaspora/trade network. And cultural influence seems obvious, since it is hard to have cross-cultural exchanges through closed borders.

You could also make it so being sanctioned gives a % modifier to :c5unhappy:Needs in all cities, since the populace's awareness of their positional level of poverty/illiteracy/etc. is dimmed by having less knowledge of the outside world.
 
Agreed with @Revolutionist_8.
Destroying all your trade routes will set you back, and cancel all your Route End instant bonuses, and you will feel that
But cancelling all your deals is nothing but a nuisance, and you can re-negotiate everything within a single turn.

You can renegotiate if you are able to. But AIs may use the lapse of DPs to declare wars (I certainly would), AIs that were your friend may decide they actually don't want to stay friends with you, Research Agreements are lost, etc. So its not as easy as "I just remake all my deals".

That said, I'm not oppose to stacking more things on it, but the conceptual idea of non-permanent penalties I think are worth considering.
 
I feel the trade penalties SHOULD apply both ways, because otherwise there's no incentive not to sanction.

Keep in mind there is no downside to decolonization except to the specific civ (and in fact potential large benefits to other civs in the form of new CS allies), and yet the proposal is rarely seen, mainly due to the opportunity cost of not going a different proposal. So penalties that screw one single player but aren't spammed can be done.
 
You could also make it so being sanctioned gives a % modifier to :c5unhappy:Needs in all cities, since the populace's awareness of their positional level of poverty/illiteracy/etc. is dimmed by having less knowledge of the outside world.

The North Korea method. As long as it doesn't lead to weird situations where a player is incentivized to vote for his own sanction to reduce unhappiness.
 
But it's literally already there for those who hate the targeted civ: "You made DoF with one of our enemies" (and those who don't may have also voted against the sanction so they may (or may not) want to continue their relationship with the sanctioned civ).

It's entirely possible that only a handful of civs control the majority of the votes, so a sanction could easily pass despite many civs don't want it and even voted against it. Then what happens?
"Hmm, we liked you so far, we even voted against you being sanctioned but you know how it goes, it's passed because XY with Statecraft having a bunch of votes said that we must stop doing it, sooooo, yeaaaah ... anyway, we hate you now".

This arbitrary limitation for me is really unfounded.
But it's literally already there for those who hate the targeted civ: "You made DoF with one of our enemies" (and those who don't may have also voted against the sanction so they may (or may not) want to continue their relationship with the sanctioned civ).

It's entirely possible that only a handful of civs control the majority of the votes, so a sanction could easily pass despite many civs don't want it and even voted against it. Then what happens?
"Hmm, we liked you so far, we even voted against you being sanctioned but you know how it goes, it's passed because XY with Statecraft having a bunch of votes said that we must stop doing it, sooooo, yeaaaah ... anyway, we hate you now".

This arbitrary limitation for me is really unfounded.
Fair point, then I guess the only approach would work is by making it more costly getting too close to a sanctioned civ, for example. just spitballing ideas

Getting negative effects:
  • In Coop wars or wars triggered by a DP: Units receive a promotion of demoralization with -10% combat strength for both parties in the involved, lasting 15 turns(the length where you can't sign peace) or lasting 50 turns(the length where the deal it's in effect), this debuff stacks
  • If you're friends with a sanctionated civ, City States influence decays twice as fast, after all, CS do represent the majority of the world congress

Either way, I think it's always a good idea to give more tools for a diplo civ to influence the opinions of others.
 
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