DanQuayle
Prince
- Joined
- Oct 18, 2015
- Messages
- 550
A simple solution would be to use the target's tech/civic progression to calculate the pillage yields, but an even better solution would use "the number of techs unlocked by the target and not discovered by the raider" as the base factor entering in the pillage science yield (similarly to Peter's UA). You can do the same for civics and culture pillage yields. Thus, pillaging the amphitheaters of the culture leader would provide incredible culture yields, but pillaging the amphitheaters of a civilization lagging culturally would not provide much. This factor could also enter in the calculation of AIs' decision of who to attack (ie potential rewards). (An alternate, but more complicate solution to implement would be to get a fixed percentage, like 10%, of science for all techs you have not researched yet, but the target has when you pillage.)
To be clear, the solutions I propose are the following (in order of simplicity and inverse personal preference)
- Use the target's tech/civic progression to calculate the pillage yields
- Use the the number of techs unlocked by the target and not discovered by the raider
- Use a fixed percentage, like 10%, of science for all techs you have not researched yet, but the target has when you pillage
(3) provides zero pillage yields when the target has no tech (or civic) that you have not researched yet. If you target to pillage a civ that is far ahead of you, the potential reward is high, but the risk is also most likely greater since the target civ is more advanced. This makes pillage 100% a rubberband mechanic that is only used to close the gap with other civilizations (like spies stealing tech boosts). The yields you would get from pillage would not necessarily contribute to what you are currently researching, but directly to techs/civics that you have not discovered yet, but that the target of pillage has.
(2) like (3) is 100% a rubberband mechanic, the pillage yields can however be used to research anything that you are currently researching. Another potential problem for (2) is that a 10 tech gap in classical era should not provide the same pillage yield as a 10 tech gap in the atomic era. So an hybrid approach between (1) and (2) may need to be used with a formula that looks something like this:
pillage yield = (target's tech progression) + (target's tech progression) * (number of techs unlocked by the target and not discovered by the raider)
I could see a loyalty modifier for occupied cities that were really wrecked but they already have reduced growth and start with lower loyalty. Adding loyalty penalties would likely just speed up "pillage, capture, repair and lose just to pillage again" exploits.
The most important pillage yields (culture/science) come from districts (except for Norway). If the city you conquer flips too fast, you'll not have enough time to repair buildings/districts. "Flip cities" can thus only be "farmed" for gold/faith (with military units and builders).
A "cooldown mechanic" which is used in Crusader Kings as someone else mentioned might be a possible avenue to fix this particular problem.
If my proposed solution of using the total gold output of the target to calculate the pillage yield is used, in this case since you are pillaging the improvements of a free city, the total gold output of the free city is sure to be really low (far less than a civilization constituted of many cities) and thus the gold pillage yields will also be really low making this strategy nearly worthless.
However, this city flipping strategy hides in my view another bigger problem: that you can predict exactly when (what turn) a city will flip/rebel. If in reality you could predict exactly when rebellions would happen they never would since you would think "their owner" would do what is necessary to quell them (kind of like an experienced player just moves governors around and slots the policies that provide loyalty when needed and never loses a city to declining loyalty). This concerns the previous issue I mentioned about how loyalty is calculated and how rebellions (flips) happen.