Afforess, you spent most of your posts talking about the master player's relationship with the outside world too, so please don't give me this business about us arguing from two different perspectives now that you apparently have no rebuttal to my specific points.
...Sorry, I was pressed for time. I have a very busy life.
The AI's incentives for accepting vassalage don't change just because diplomatic attitudes are weighted based on the master's diplomacy. Currently, if the master is generally well-liked, your presence in their empire will merely increase the likelihood of war with a third party, which will, in turn, increase the likelihood of yourself becoming a casualty. But either way, you still have the protection of a much larger empire. And since vassals are no longer sovereign states, the attitude of other players towards them specifically don't really matter as much. It's the attitude towards the master civ that becomes much more crucial. And that is true with or without the proposed changes.
No Problems here.
And those negative features I "griped" about had to do with the negative impact on the master. Not the vassal. The advantage for the vassal has always been and will always continue to be protection. But it's also largely a pointless protection because a vassal is essentially removed from any real chance of victory, and they're not team members of the master civ, so they don't share in a master's victory even if they help contribute to it with their population and territory.
Then your treating vassals wrong. Vassals still have a shot at victory (Okay, if your playing only Domination or Conquest, probably not, but I'll assume otherwise.) If it is largely pointless for a civ to vassalize because their chances of victory are null (sorry... I love CS jokes), then why become a vassal at all. If your a one or two city state facing down a mammoth civ, you might as well fight it to the last man, and try to cause some chaos while you're at it. "A blaze of glory" comes readily to mind. If that's the type of civ you are arguing against vassaling, then I agree. The AI in that position
could do more damage just trying to pillage all of its plots, nuking itself, etc... Metaphorically salting the land, so that no one else could use it either.
In reality, a vassal should be that middle-ish power civ that has pretty good odds of making it to the end, if nothing goes terribly wrong. It still has a shot at victory if a mammoth power implodes, or something crazy happens (Nuclear holocaust between two superpowers). Those vassals still have a fighting chance. And those are the civs that would make more appropriate vassals.
Or I could just conquer them and take those resources for myself
But you would have to wait many turns for that tile to be yours, especially if the enemy had a lot of culture, or had a large defense. Even after capturing the tile, it would still take 3-4 turns for the bonus to come into effect, tops. In 3-4 turns, I could whip out a ICBM and lob it at you, if you needed Uranium.
Or I could just take those cities and do all the same things
The cities would lose all of its cultural buildings, most of its infrastructure, and if it was even worth taking, the citizens would probably be pretty pissed at you. Captured decent-size cities are pretty much unworkable for ~50 turns.
Cities have no trade routes when they are revolting. I believe that works both ways. (But don't quote me.) You could probably extort more from the vassal than the trade routes are worth anyway.
- I personally have never had a vassal contribute anything to my research because they're usually far too technologically behind and have far too few cities to research anything with any kind of timeliness.
You take an automatic diplomatic hit from all players in addition to the attitude averaging.
If that's so much of a deterrent to you, just kill them off. After all, you already complain that they are worthless.
The culture in the cities you conquered from your vassalized player will continue to be a problem, but if you just wipe them out, you get a clean slate.
A clean slate where enemy culture will quickly expand, grabbing a few bonuses you meant to get, or slowly converting your city to the enemy culture.
I'm not sure I get this hypocritical attack on the culture. You complain vassals are too weak, and they complain they are too strong (culturally). What gives?
So your official stance then is that the UK and USA actually had higher opinions of Japan and the Third Reich when they made puppet governments out of Manchuria and France rather than annexing them directly into their countries... And not only a higher a opinion of them. But a higher opinion based entirely on their opinions of China and France.
Puppet Government != Vassal. The original governments were destroyed. Vichy France's government wasn't even remotely like France's old system. Vassals are where the old government bows to the demands of the master. Not where the Master kills of the existing government. You should know this better than I, you added puppet gov's in your older mod.
How about another example... Your sister decides to marry a man you know to be a violent drunk and a thief. Do you like him considerably more now and love your sister considerably less? Or are you now even more wary of him now than you were before because he can now potentially hurt someone you care about?
False Dichotomy. The choice is between death or a meager life, not life or a meager life.
You're still making this about the vassalizing player and their decision, and that's not what my point was about. My point was that such potentially drastic attitude changes for a third party based on a decision by one player (who may be an AI player too) that does not really affect the third party, may be detrimental to the third party. A human player can analyze on a case by case basis the real impact of one neighbor vassalizing another. The AI, on the other hand, does a simple averaging of attitudes. This necessarily puts the third party AI player at a disadvantage to a third party human player.
I disagree. I have already made my case in earlier posts:
Afforess said:
Again, taking a vassal isn't a decision for the faint of heart. If you think the good < bad, just kill them off completely. For instance, your at war with Player 2, and I hate him too, and am 3 turns away from getting my entire army ready for war. Then, you take his capital, and he offers to capitulate. You accept. Essentially, your protecting my enemy. I have this huge army that I was going to use against him, and now I'm ticked off at you for protecting him. Want to guess what happens next?
No, I'm not. You're just not listening to me. If someone I like is now under the control of someone I hate, I shouldn't like the person I hate more and like the person I like less. Because if war comes, my friends will declare war on me regardless of my opinion of them. And this isn't even taking into account the fact that they might "live to fight another day", but a positive attitude isn't based on any kind of real love or loyalty. It's based on what that player can do for me. And a crippled, rump state under the control of an enemy can't do much... This is a game after all.
You are not looking at the situation correctly. Let me lay it out plain and simple:
Player A is a huge, massive civ, with advanced armies. Player A declares war on Player B, and weak, backwards, and small civ. Player C is me, and I am best friends with Player B, who has been trading much needed resources with me. Player B loses a city, and offers to capitulate to Player A. Player A has the following options:
1.) Accept Player B as a vassal
2. ) Finish Player B off
3.) Ending the war, here and now.
Option 3 is idiotic, and Player A would never choose it. Now, I want Player B to live, he has helped me out. If the AI accepts option 1, I would be much happier, as my supply of resources would be uninterrupted, and my friend would live another day. If the AI chose option 2, I would be out of resources, and need to trade or conquer them anew. Which would you logically prefer?
It's not a game mechanic because the only thing it affects is AI attitudes... at least, it's no more of a game mechanic than any of the other things this mod has changed. It only concerns AI behavior, which is exactly what this mod is about. Why wasn't the way Firaxis coded all the other stuff considered to be gospel, but this is?
It's gospel for
Better AI. Better AI has a unspoken UG motto, where Jdog prefers, if there is any reasonable alternative to avoid it, to not alter the core gameplay, like this. Usually, Better AI's changes are hidden to most players, except that the AI makes better choices. This action would be a significant step away from that.
In the end phungus is right: the vassal system in Civ IV is a horrible mess and probably do a complete revamp would be less work intensive than trying to patch things further. But that is outside of this mod scope
If we were rewriting the way it was, I wouldn't mind a bunch of changes, but yes, I agree, it's out of the scope of this mod.
Dom Pedro II, before you jump all over that last sentence, the Attitude Averaging is not one of those changes.