War in Fall From Heaven

Fun (for me, at least) is unleashing your powerful late game units on your hated foe in a battle with all of creation at stake. Not fun is having to make peace with said hated enemy so your own civilization doesn't implode from the strain of trying to keep your people happy.

This is a good point. You don't want to defeat the point of rushing for high-powered units by making it impractical to bonk heads with them.
 
One solution could be to ramp up the maintenance costs and then to increase the length of city resistance. This way, a resisting city is just a drag on your economy until it eventually stops.
 
Its important to consider when looking at making warmongering more difficult what the victory conditions are.. you pretty much need to wipe out a few civs to win the game, small tactical victories don't get you there. Increasing war weariness or maintenance would only make the game better if the victory conditions didn't require wholesale map domination.
 
Tower of mastery doesn't require that anymore because you can now convert your nodes at will. You now need 3, maybe 4, nodes to pursue that victory. That requires fighting, but conquest of 3-4 civs? No.
 
Well, Played a game at higher difficulty which was better (took longer to build my armies) but I still managed to blow through the AI once the war started. The other humans choose to play lower levels , which meant in the end I lost over all, but now I know that I can at least play higher levels.
 
I am not saying use WW although this is what the markers of the game intended, it's just I find that once I have a ready army for war, I bulldoze the AI's and have absolutely no incentive to stop until they are wiped out. I am looking for a way to make it more costly to continue the war than the rewards that I get for wiping them out. Some sort of war monger penalty that will slow me down (and also my opponents down).

What about a defender bonus such that the more the defender loses, the higher the bonus to the remaining strength of there troops. (I know cannon fodder free for all to increase the bonus).

I do not have the answer, but I figure someone who could take a good game and MOD it into something this good could surely have some insight.

the brotherhood of wardens is supposed to do something similar in spirit:

Kael said:
Brotherhood of Wardens
Founded by- The Brotherhood doesn’t have a headquarters
Spread By- When a city is razed the Brotherhood has a chance to form in another of the victims cities
Effect- Boosts city defense
Event Strength- Judgement
Notes- This is a “Rubber Band mechanic”, a mechanic that helps equate weak players against the strong. Getting an increase on defense in your largest city without the brotherhood when you get a city razed not only helps to take the sting out of the loss but may actually stem the overrun that sometimes occurs when one Civ rushes into another.​

maybe it just needs to be beefed up with free stronger units like partisans in Rhyes mod, higher defenses, and some other benefits.
 
Civ4's mechanics don't really support the concept of limited war very well. Taking and holding ground requires you to invest enough into military to defeat the majority of the enemy military even if you only plan to target just 1-2 cities, and you typically won't get much value out of them because they are strangled by the loser's culture. Late game WW is also so inflated and takes so long to decay that if you don't eliminate the opponent civ, you have the constant threat of them declaring on you again (possibly via a council resolution) when you're fighting someone else and crippling your economy with the residual WW from the last war at the worst possible time. Also of course, eliminating a civ completely removes the "we yearn to rejoin our motherland" unhappiness.

However one thing to bear in mind is that FFH is a more combat oriented game than vanilla civ, and that fights to the death are perfectly in context with its dark fantasy setting. In my opinion there should be less arbitrary WW penalties, not more.
 
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