smorgasborgas
Chieftain
- Joined
- Oct 7, 2020
- Messages
- 61
Issue:
AI can be very openly aggressive to the Human with virtually no repercussion. The only retaliation is war, which causes huge warmonger penalties which seem to disproportionately affect the Human. This results in no trade, sanctions, no friendships, etc. which results in a very 1-dimensional experience from then on. There should be more options than A. Become warmonger, and B. Ignore it.
Small neighboring civs forward settle, use citadels to steal land, use spies to steal/assassinate/sabotage and get caught. If I take the land back by force, I become a warmonger for the next 4 thousand years. I can't demand reparations for theft, even from much weaker civs.
Why I think it's a problem:
#1. It makes it difficult to not be a warmonger. If I'm playing tall and peaceful, and some dinky civ sidles up and steals my land, it shouldn't be impossible to get restitution without becoming a warmonger. As it is, I have to either waste a great general (of which I have few, since I'm trying to play peaceful), or ruin my relationships with all the other civs.
#2. It's pretty unnatural. If Canada stole land and tech from the US and... -- I shouldn't even need to finish this example, you know why it's ridiculous. On the other hand, a major warmonger military power should easily be able to steal from smaller civs, but should incur large diplomatic penalties with everyone else for doing so.
#3. As it is, there is (or seems to be) a huge asymmetry with how the game treats the human vs. the AI with warmonger penalties. Ideally I think it should be as symmetric as possible while still providing a challenge.
Possible solution:
#1. Keeping track of a 'Naked aggression' value for each pair of civs. This value needs to be 'burned through' before global warmonger penalties take effect.
#2.5. If a neighboring civ is already a warmonger, then why not steal from them without paying restitution? They are probably already going to attack you at some point anyway. This way, a safer target for spies would be the warmonger rather than a peaceful ally. This would also encourage peaceful civs to band together.
#3. Separately, stealing land and getting caught committing espionage should result in diplomatic penalties with all known civs. Especially if done against your friends and allies. There should be some risk and disincentive for these things.
#4. Overhaul warmonger penalties. I feel like actual warmongers don't get hurt enough from these penalties and peaceful civs that are just defending their monopolies and 3-radius borders are hurt too much. It also cements your play style throughout the whole game. Once ally blocs are formed, they don't shift even over hundreds or thousands of years.
It could exacerbate snowball effect. Big civs keep bullying smaller ones and small civs have no recourse. Fixing this would require tuning the sizes of penalties.
It could decrease the number of wars and make the game too passive. If there are too many peaceful ways to get back at a civ, there might be fewer armed conflicts. But decreased warmonger penalties could mean the wars that DO happen are longer and more meaningful.
AI can be very openly aggressive to the Human with virtually no repercussion. The only retaliation is war, which causes huge warmonger penalties which seem to disproportionately affect the Human. This results in no trade, sanctions, no friendships, etc. which results in a very 1-dimensional experience from then on. There should be more options than A. Become warmonger, and B. Ignore it.
Small neighboring civs forward settle, use citadels to steal land, use spies to steal/assassinate/sabotage and get caught. If I take the land back by force, I become a warmonger for the next 4 thousand years. I can't demand reparations for theft, even from much weaker civs.
Why I think it's a problem:
#1. It makes it difficult to not be a warmonger. If I'm playing tall and peaceful, and some dinky civ sidles up and steals my land, it shouldn't be impossible to get restitution without becoming a warmonger. As it is, I have to either waste a great general (of which I have few, since I'm trying to play peaceful), or ruin my relationships with all the other civs.
#2. It's pretty unnatural. If Canada stole land and tech from the US and... -- I shouldn't even need to finish this example, you know why it's ridiculous. On the other hand, a major warmonger military power should easily be able to steal from smaller civs, but should incur large diplomatic penalties with everyone else for doing so.
#3. As it is, there is (or seems to be) a huge asymmetry with how the game treats the human vs. the AI with warmonger penalties. Ideally I think it should be as symmetric as possible while still providing a challenge.
Possible solution:
#1. Keeping track of a 'Naked aggression' value for each pair of civs. This value needs to be 'burned through' before global warmonger penalties take effect.
For example:
#2. A new item on the trade screen 'Restitution' that would flatten out the Naked Aggression points between two civs. The trade value would depend on the amount of NA points and the relative power of each civ. Civ steals from me, gets caught, and then to avoid military retaliation they have to pay me off. Seems pretty natural. - A civ steals land, then 100 NA (Naked Aggression) points. They are caught steal a tech and gold through espionage, 50 NA points each. Total 200 NA points.
- I want revenge by declaring war and taking the city that stole the land. Normally this would result in warmonger penalties only for me.
- Instead warmonger penalties should be diminished by the NA points.
- This represents other civs 'understanding' why I retaliated.
#2.5. If a neighboring civ is already a warmonger, then why not steal from them without paying restitution? They are probably already going to attack you at some point anyway. This way, a safer target for spies would be the warmonger rather than a peaceful ally. This would also encourage peaceful civs to band together.
#3. Separately, stealing land and getting caught committing espionage should result in diplomatic penalties with all known civs. Especially if done against your friends and allies. There should be some risk and disincentive for these things.
#4. Overhaul warmonger penalties. I feel like actual warmongers don't get hurt enough from these penalties and peaceful civs that are just defending their monopolies and 3-radius borders are hurt too much. It also cements your play style throughout the whole game. Once ally blocs are formed, they don't shift even over hundreds or thousands of years.
Concerns: It could exacerbate snowball effect. Big civs keep bullying smaller ones and small civs have no recourse. Fixing this would require tuning the sizes of penalties.
It could decrease the number of wars and make the game too passive. If there are too many peaceful ways to get back at a civ, there might be fewer armed conflicts. But decreased warmonger penalties could mean the wars that DO happen are longer and more meaningful.