Should we bring back vassals and colonies?

What is it, for those who don't know?

A convoluted joke, where civs losing at war will capitulate and become a vassal state of the master. This takes the vassal out of the diplo picture as it only shares war status with master. In civ IV, domination went on land and pop %; master got 50% of vassal state land/pop to count as its own.

There were also peaceful vassals...where the AI just bent over w/o a war. Masters of such vassals would take them even when the vassal was obviously pushing for culture and even feed them tech :sad:.

Some things:

1. What triggered caps was borked and broken in every single patch of civ IV that ever existed. Firaxis never touched it.
2. Peacevassals are de facto permanent alliances as far as AI behavior, even when PAs are turned off
3. Humans could never be vassals to the AI, making the game literally give the AI different gameplay RULES rather than simply handing the AI bonuses.

It was a joke gimmick mechanic until fixed, and it was never fixed. AIs losing to others at war would just peacevassal to somebody strong, and the master would always accept regardless of its own actual interests.
 
I agree with TheMeInTeam. Vassals as they existed in BtS were near broken. If they changed the system to reward the player in war, it would make sense. But what usually happened is a losing Civ would undercut you by becoming the vassal of someone else and creating an automatic peace.

Having vassals were nice. There was a cool idea of having dependent alliances in war. I think the City-State function fulfills much of that. The only thing it doesn't is satisfy the idea of dominance without complete conquest. However, that never really happened anyway because of the aforementioned mechanical flaws. I'd consider bringing back capitulation, but I don't think the peace AI mechanic would accommodate it (since they have trouble agreeing to straight peace even when losing badly).
 
WHAT?! NO.

Ahahaha! As soon as I saw this thread I knew TMIT would be all over it.

Even if they implemented a balanced and thoroughly tested vassal mechanic (:lol:) into Civ5 it would be fairly useless.

You already don't have to wipe out an enemy civ to achieve conquest, you only need to take their capital. In fact, with how warmonger hate works you are actively encouraged to NOT wipe out other civs. So, it doesn't really speed up your war victory like in Civ4.

Also along the same lines, snowballing and running away in this game are already big factors and there is no reason to make it any easier for distant rivals to dominate their neighbors and form a giant gestalt civilization.
 
I liked vassals.

The occasional deal where a losing player would suddenly become someone else's vassal (and they'd declare war on you) was a pain, but in the later BtS patches that rarely happened. If you were beating someone up pretty bad, all you had to do was check the diplomacy screen every turn until the capitulation option appeared, then take it.

It was also a nice alternative to having to annihilate even friendly nations in order to win a conquest victory. If you had maintained good relations with a friendly nations, you would sometimes be rewarded by having them voluntarily become vassals. That was an extremely fun feature, sorely missed in Civ V, where the very notion of long-term friendship has become a bad joke.

Kapow has a good point that the current balance of the game wouldn't support vassals well, since AI snowballing is already a serious problem.

Steelyglint said:
Sounds pretty crap then. /vote no
You don't get a vote when you didn't even know what we were talking about.
 
It is already in Civ5 in the mass-consumption friendly version called Puppets.
A convoluted joke, where civs losing at war will capitulate and become a vassal state of the master....
And the difference from a Civ surrendering and giving up all but a few cities to be puppeted by victor?

Vassal system was superior because the subject was still competing (expanding, teching, building, trading), subject could break away if master hit on hard times and access to subjects resources was not a guarantee.

Mandatory flamebait line: Puppeting is a for all intents and purposes a dumbed down vassal system.
 
but in the later BtS patches that rarely happened.

I call B....inaccuracy. With a heaping helping of experience (and other player testimony) to back it. Civs could and would peacevassal before they were even willing to talk! Maybe on lower difficulties it wasn't such a problem.

Worse yet, once you did take a vassal, it made the GUI LIE TO THE PLAYER. Not mislead. Not give a slightly inaccurate picture. Lie. Here's what happened:

1. Civs would display a -1 "we are upset about rivals being vassals to your empire". So far, no problem.
2. SECRETLY, the game would average the AI's disposition towards you and towards your vassal, and round it down. In other words if they were pleased with you and cautious to your vassal, they are now cautious to you, though you will never, ever see this represented in game. This happened completely independently of whether you helped said AI in that war, and independently of all visible diplo displays. Your +19 friend could declare on you because they were -3 with your vassal and were actually cautious, lulwut.
3. Just to make sure everyone can actively and objectively see this is a broken feature, they made the same averaged-to-hate-you AI still vote for you in diplomacy as if the averaging DIDN'T take place :sad:. In other words, the same AI that suddenly dislikes you for having a vassal it hates will STILL vote you to win the game outright! But er...only if you get lucky and it doesn't declare. Does this sound like a sensible thing Firaxis did on purpose? Anyone want to dare biting on this and actually arguing that it's sensible ;)?

Don't even get me started about capitulation logic -----> people who know this logic well literally can't deny it's a broken system under the hood.

- Having a stronger military presence makes them less likely to capitulate sometimes? Check.
- How badly you're dominating them being irrelevant as long as their power is above average? Check. (You can literally have 6x they're power and have killed 30 units and they're doing fine on their own).
- A completely useless vassal that happens to border your target makes your target more likely to capitulate, even if it doesn't kill a single unit. That same vassal not sharing 8 border tiles or more? Actively HINDERS capitulation.....
- Vassal power does screwy things to power evaluations for free civs declaring war.

That was an extremely fun feature, sorely missed in Civ V, where the very notion of long-term friendship has become a bad joke.

News flash: that notion IS a joke. In a game where only 1 winner is possible, any friendships are in fact short-term alliances, formed by smart players against other blocs to increase their own victory chances over factions that don't do so, but with both understanding that they'll eventually have to duke it out themselves. What such temp alliances do is significantly increase the odds of the eventual winner emerging from that bloc; standard theory suggests something like 1/4 of the possible factions involved IIRC.

If the game had permanent alliances, we could talk about "long term friendship".

Regardless, vassal states were NOT indicative of long-term friendship. It's one side bending the other over, either through war or because someone decided to essentially throw the game.

You don't get a vote when you didn't even know what we were talking about.

It seems he felt he was presented enough evidence to conclude that it was never a working mechanic; however we now also have points made that it wouldn't fit well in V's model anyway. A DoF is a better theoretical mechanic than straight selling yourself out anyway, not to mention the actual fairness in rule application.

I don't think it's going to be easy for anyone to make a strong case for a feature that objectively never worked well and doesn't fit the model of the current game, especially given a somewhat sorry state of diplomacy existing already.

And the difference from a Civ surrendering and giving up all but a few cities to be puppeted by victor?

Minimal? Also irrelevant. By putting vassal states down, I'm not supporting idiot AI behavior or king-making in civ V. The quoted statement has no relevance to the OP at all.

By the way, puppets are generally taken directly, not gifted over (it takes a lot more beating to get the AI to let go of cities in deals these days, they might take it even further that direction). Unlike vassals in many ways; you can have control over those cities easily at any time as long as they're well improved or you have 600 cash on hand that isn't going into CS or RA.

Vassal system was superior because the subject was still competing

:lol:.

subject could break away if master hit on hard times and access to subjects resources was not a guarantee.

:lol:. Seriously? Actual civ iv experience shows that the master pretty much never lost control of a capitulated vassal, and if it DID (via master getting its butt kicked), it didn't bode well for the win chances of the vassal. Care to give a fair estimate of cap vassal win odds in civ IV? I'd put the over/under at 1%...with the only vassal chances being a very broken AP win (as bad as vassals are, that thing is even LESS thought out, GJ there Firaxis X_X. Try testing expansion features sometimes!) and the rare culture win where the master decided to lose on purpose by taking capitulation and then actively defending its vassal so it could lose. Hardly good situations, either of those.

By the way, despite how utterly broken the AP was, take a look at the patch history since BTS release. It makes Firaxis/2k look awful. As broken as civ V has been, track record for these patches is (so far) better.

Peacevassals were even worse. The AI used them like we can use making a resource sale and then breaking it through tile pillage/swap now. Bend over, accept techs from the backside, break free, bend over, etc...possibly using one's empire body for some good old war bribes on top of taking techs up the backside. You'd think the vassalings would get sore! Nope. What perplexes even more is the master behavior in this situation; you can't make a serious case that AI treated peacevassal as anything but a permanent alliance, and you never will be able to do that. However, that amounted to a simple conclusion; someone sacrificing their victory for the other. In other words, Kingmaking.

Mandatory flamebait line: Puppeting is a for all intents and purposes a dumbed down vassal system.

Not-quite mandatory flamebait response: This assertion suggests a lack of understanding of the strategic choices of the vassal system, the puppet system, or both.

If anything, the vassal system more closely resembles city state alliances, except that in civ V city states start off with different rules as an entity as the major players and their "kingmaking" is actually determined by objective investment of resources. There are LOTS of ways civ V is inferior to civ IV, but I don't think you can make a realistic case this is one of them. City states/puppets look a heck of a lot better than RNG king-making with AIs not even trying to win, using utterly convoluted under-the-hood mechanics that the vast majority of the forum still doesn't know.
 
Absolutely detested vassals. Often had them on in MP, totally wrecking the game when after taking one city from an enemy, the AI would voluntarily vassal to the one AI I had nurtured a friendship with all game long.
 
Does this sound like a sensible thing Firaxis did on purpose? Anyone want to dare biting on this and actually arguing that it's sensible ;)?

alice and bob are friends. alice and carol are enemies. bob helps carol, which makes alice question bob's loyalty. it wouldn't necessarily make alice hate bob, but they might not be on the exact same terms anymore.
it's not exactly a broken mechanic, it just doesn't work exactly right. you're using the word "broken" really loosely here.
 
Only if it's not 100% broken. Then I'd be down for it.

Perhaps make vassalage disappear after you tech beyond the middle ages? Some sort of revolution would have to take place, giving the owner of the vassal a chance to conquer the vassal's lands. Vassal would be given a some amount of units with no xp. to defend themselves.
 
Isn't there like a thread a week on this? There are similar threads in ideas and suggestions.

My answer is no.

Improve the city states mechanic. And I don't feel like retyping everything. My suggestions can be found here.
 
I agree with TheMeInTeam. Vassals as they existed in BtS were near broken. If they changed the system to reward the player in war, it would make sense. But what usually happened is a losing Civ would undercut you by becoming the vassal of someone else and creating an automatic peace.

Uncanny. I (who has never played C4) was thinking about similar concepts (fealty, client states) yesterday. I think the mechanic is intriguing and should not be dismissed because previous implementations were broken.

Obviously it is broken as described above. The way I envisioned it the client would be required to join the patron's wars and could not initiate or end their own wars without the patron's consent, but would otherwise be diplomatically independent. So a losing civ could not get out of a war by becoming the client of someone else.

Like other treaties, client status would be for a fixed term.
 
it always seemed kind of random to me how sometimes the vassal would make peace with whoever the master was at peace with and other times the master would declare war on whoever the vassal was at war against. i never really saw a pattern to that, other than accepting vassals getting me into lots of wars.
 
While I have to admit I do agree with much of TMIT's analysis, I have to say that despite the flaws pointed out I would STILL be strongly in favour of introducing vassals to Civ5.

From my experience in Civ4, vassals took a lot of the 'grind' out of eliminating AI opponents that, for all intents and purposes, are defeated in all but name. Yeah, so I could steam-roller another 3/4 cities with my vastly superior army... but why waste the time? For me, vassaling should be a way to to streamline the experience of a player, and I find that I do miss vassaling from playing Civ4 (implementation warts and all, although clearly there's no strong reason why a new Civ5 version of the mechanic couldn't improve the experience).
 
well, to be fair, you don't need to conquer an entire civilization for it to count for a domination victory anymore.
 
TMIT is exaggerating and ranting again about a much better feature, which was already in SMAC (surrender option, btw only for the human player),
than brainless and tedius city capturing, with very weak and inaccurate arguments because he's probably mainly, maybe only, playing at standard maps.

At huge hemispheres maps I've seen enough voluntary vassal swaps and capitulated vassals who broke free again
which made the diplomacy situation in civ4 much more interesting than the meaningless diplomacy in civ5.

The GUI is also incorrect for permanent alliances.
It's has become an annoying habit in the 2k Firaxis games to give wrong info to the player.
In CivWorld, the timers aren't synchrone with real time.
One minute difference of 10 minutes between the harvest timer and the contest timer.
Also, when a contest still has some seconds left to bid, it's already over.

Vassals in civ5 would not make much sense, there are no foreign trade routes, no tech trading, etc.
 
The flip side of vassals was the colony mechanic, which was in itself cool.

Owning cities on continents away from your capital had a penalty associated with it that the player could eliminate by liberating your own far-off cities into a new vassal state. There is no such penalty in Civ 5, but it could be added. Maybe a colony could become a city-state with a small empire. This would give you benefits of resources, but you would need to work to maintain the relationship.

Edit: It seems this was covered in the other thread.
 
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