This is merely a reflection of how I view the concept Willem. Not really aiming for anyone directly with any of this, just everyone in general that is still reading. I appreciate all the info you guys are passing out.
Willem said:
Why would you want to become a vassal anyway, it's a signal that you're weak. Plus with 50% of your land and population adding to a civ's score, you're just helping yourself lose the game. Being a vassal means being a loser, something you want to avoid in the game.
So it is just a handicap gameplay element for the AI. As it makes them the only people "stupid enough" to become one. Which means the game doesn't have strength in another element to make being a vassal an actual strategy more than simply a forfeight. Why is it in the game if it can not be used in a more balanced gameplay?
-How much does religion play a role in the AI's ability to vassal as in same religion as you?
What relationship do you have to have with an AI before they will vassal? (Cautious, Pleased, etc.)
-How much does military force play a role of vassalage probability? Do you have to outnumber them by x2 or near that?
-How much does technolgy play a role in it by itself?
-I know all of these play a role but which are the most important to aim for?
Playing against another human it is impossible to scope answers for these questions. So adding a concept like vassals in would make it harder to gauge if you should vassal or bully. Against AI you sort of are able to predict it a little bit. But this could also be a way to make a game that is not going very well for the player hand the player more options.
What if being a vassal had its benefits too? How did Firaxis not calculate this in for the player as well as the overall gameplay hence the AI?
Not necessarily by alot, but it does add more. One thing you're more likely to encounter now are wars on two or more fronts, as a civ's vassal will automatically be at war with you.
How early do you usually see these types of war on a huge map?