Hm, the sanction blocks all Trade Routes/deals, except with vassals, right? Maybe add a possibility of deals/routes with civs you have DoF with? if you get sanctioned, it's likely that most of the civs hate you, and still would limit 90% or all of you trade, but if you managed to keep some friendship, it could give a bit of breathing roomI just got sanctioned in my current game and I personally think it's too strong, but I can't think of exactly how to tone it down.
I'm interested in hearing what the current community feelings are towards it and any ideas on how to change it (or if you think it's good as is).
I've always disliked how absolute it was... Can't recall which one now, maybe it was all, but in 2/3/4 you could defy congress at huge global diplo penalty... Probably lots of work on AI side to accomplish this howeverI'm interested in hearing what the current community feelings are towards it and any ideas on how to change it (or if you think it's good as is).
Hm, the sanction blocks all Trade Routes/deals, except with vassals, right? Maybe add a possibility of deals/routes with civs you have DoF with? if you get sanctioned, it's likely that most of the civs hate you, and still would limit 90% or all of you trade, but if you managed to keep some friendship, it could give a bit of breathing room
I was thinking about it last night, maybe just a turn limit would be enough:I've always disliked how absolute it was... Can't recall which one now, maybe it was all, but in 2/3/4 you could defy congress at huge global diplo penalty... Probably lots of work on AI side to accomplish this however
While we're at it, "everyone loves you and you're getting close to reaching some completely arbitrary amount of popularity, therefore I hate you now" is a bit daft. Outside of domination, the idea that you're about to "win" history and therefore I hate you is easily the cheapest-feeling and game-iest thing in all of civ.I think sanctioning should be pretty devastating. It's sort of like the diplomatic version of losing a war. The problem is that with the current AI, unless you turn off victory competition, it's essentially impossible to be on good terms with the powerful civs unless you're losing and they're not aggressive. This leads to getting sanctioned in every game that you don't ally a bunch of city states in...
I'm pretty sure you can turn that off in DiploAIOptionsWhile we're at it, "everyone loves you and you're getting close to reaching some completely arbitrary amount of popularity, therefore I hate you now" is a bit daft. Outside of domination, the idea that you're about to "win" history and therefore I hate you is easily the cheapest-feeling and game-iest thing in all of civ.
Turn on "Disable AI Victory Competition" and/or "Disable AI Endgame Aggression" in Advanced Settings.While we're at it, "everyone loves you and you're getting close to reaching some completely arbitrary amount of popularity, therefore I hate you now" is a bit daft. Outside of domination, the idea that you're about to "win" history and therefore I hate you is easily the cheapest-feeling and game-iest thing in all of civ.
the problem imo is that we have no distinction between population the migrates away vs lives lost. i was thinking a while back of adding feature to the refugees mod here on CF that pops out population while the city is being attacked rather than only upon capture -- something like this would be more satisfying for the large centres in later eras, but the refugee gameplay model is incomplete, even as modmod2. Razing speed, and unhappiness from razing is increased by 100% upon researching railroads (2 pops/turn & 2 unhappiness/pop):
In general, razing has a problem in that the time it takes to raze a city becomes increasingly unviable as the game goes on, due to razing speed not being able to keep up with the higher population numbers. This change attempts to allow both the speed and penalties of razing to scale with technology, to keep it a viable option. The technology choice of railroads is because the technology already unlocks colonists, and because it fits thematically with the large-scale population exchanges and resettlement/colonial policies from the era.
There are more civs that benefit from this strategy than just Russia: Polynesia/Brazil were posted as examples here, Zulu was posted about on the Discord.I don't think it needs to be nerfed. I've played the Russia authority/tradition game a few times and it was a lot of fun, but I didn't feel strong until roughly the industrial era, as with basically every other civ. Before that it was very weak; certainly not strong enough to do as a civ other than Russia. And outside of that niche scenario, you won't have sovereignty and have meaningful instant yields attached to border growth. Instead, you just get a few large cities as tradition civs are all about.
The data shows that the AI performs about the same with tradition as it does with progress. So in my mind this is just taking fun out of the game for no benefit.