Gday.
New poster but I've been lurking forever (since 2016), but I had to post about this. This has been the first major issue I've run into where there is literally hardly anything you can do to get out of it.
So obviously in this game you aren't expected to utilise a play-style which is largely devoid of another (say; almost totally peaceful or almost totally at war). And recent changes have been released whereby not only going to war has been nerfed (because "domination was a 100% victory chance"; which I must disagree with; playing on a small map is pseudo-cheating with dom). But merely BEING at war (DoW'd) has also become a severe handicap. Now I absolutely do not wish to imply any negatives towards the devs, but simply that this change (in practice) falls short of logic, effectiveness as well as being unjust. Lets look at the following:
An antecedent example: If you are at war (notably a defensive war) with an enemy, no matter how many units of theirs you kill; you are almost always at a huge negative warscore being the defender. (See Martin Fencka's deity, epic one-city korea playthrough, where he killed dozens of enemy ships, they didn't kill a single of his units and yet they had 50 warscore because they plundered some silly trade routes; something largely unavoidable in defensive conflict).
Two key points:
1) If you are playing a domination/warmonger game you are probably going Authority->Fealty or Authority->X. So, for the play-style that these war weariness and war score buffs have been made they have a clear path towards alleviating this problem; and in a well-planed, focused war they are unlikely to feel the weight of this recent change (considering the focus on military infrastructure, policies and the ensuing supply cap increases) .
2) If you are not playing a domination/warmonger you are probably not going authority; arabia, china, korea, india, etc, etc. In a progress->X or tradition->X game and the focus on defensive wars (with possible, but limited counter attacks) and further; the focus on culture/science/dip infrastructure, it's actually these play-styles that are really the most affected. No matter your style, you cannot expect to not build up an army and at least wage defensive wars in the higher difficulties. In fact; in the highest diffs you can't really expect to stay at your initial 5/6 cities; and kind of need to widen a bit at least.
In all; the allegedly intended targets of this buff don't need to change much (their usual strategy via authority, and then often fealty, allows them to barely feel this malus if they do things right). But if you are not playing in that vein; in the middle-to-late game where the AI has a trillion units, want to stop you winning, and want to win themselves; they will declare no matter your diplomacy if you are a) adjacent or near and/or b) winning. EVEN if you have the defence and tactical ability to crush the enemy army; your war weariness and war score will invariably cripple your production, economy, happiness, and the list goes on (this is over at least a dozen games in recent weeks as a "tall" style; and I didn't have this issue when I played for conquest).
You then have to pay them 5000 gold to peace out when you've lost a single unit and they've lost 25.
I believe this should change back (part-way) to how things were a few months ago (only regarding war weariness and war score of course; other than that, this project has been thoroughly incredible in its progress). I feel the extent of the malus (particularly for successfully defending civs) with non-authority/fealty is simply too huge, crippling and illogical. If you disagree with me please feel free to express it, maybe I've been biased by certain factors. However after watching Martin Fencka since forever, and seeing a player of his calibre (probably better than all of us) complain persistently about the incomprehensibility of this change; I felt I had to as well, because I have to agree completely.
Anyhow, let me know what you think, and if you disagree let me know why.
Cheers.
New poster but I've been lurking forever (since 2016), but I had to post about this. This has been the first major issue I've run into where there is literally hardly anything you can do to get out of it.
So obviously in this game you aren't expected to utilise a play-style which is largely devoid of another (say; almost totally peaceful or almost totally at war). And recent changes have been released whereby not only going to war has been nerfed (because "domination was a 100% victory chance"; which I must disagree with; playing on a small map is pseudo-cheating with dom). But merely BEING at war (DoW'd) has also become a severe handicap. Now I absolutely do not wish to imply any negatives towards the devs, but simply that this change (in practice) falls short of logic, effectiveness as well as being unjust. Lets look at the following:
An antecedent example: If you are at war (notably a defensive war) with an enemy, no matter how many units of theirs you kill; you are almost always at a huge negative warscore being the defender. (See Martin Fencka's deity, epic one-city korea playthrough, where he killed dozens of enemy ships, they didn't kill a single of his units and yet they had 50 warscore because they plundered some silly trade routes; something largely unavoidable in defensive conflict).
Two key points:
1) If you are playing a domination/warmonger game you are probably going Authority->Fealty or Authority->X. So, for the play-style that these war weariness and war score buffs have been made they have a clear path towards alleviating this problem; and in a well-planed, focused war they are unlikely to feel the weight of this recent change (considering the focus on military infrastructure, policies and the ensuing supply cap increases) .
2) If you are not playing a domination/warmonger you are probably not going authority; arabia, china, korea, india, etc, etc. In a progress->X or tradition->X game and the focus on defensive wars (with possible, but limited counter attacks) and further; the focus on culture/science/dip infrastructure, it's actually these play-styles that are really the most affected. No matter your style, you cannot expect to not build up an army and at least wage defensive wars in the higher difficulties. In fact; in the highest diffs you can't really expect to stay at your initial 5/6 cities; and kind of need to widen a bit at least.
In all; the allegedly intended targets of this buff don't need to change much (their usual strategy via authority, and then often fealty, allows them to barely feel this malus if they do things right). But if you are not playing in that vein; in the middle-to-late game where the AI has a trillion units, want to stop you winning, and want to win themselves; they will declare no matter your diplomacy if you are a) adjacent or near and/or b) winning. EVEN if you have the defence and tactical ability to crush the enemy army; your war weariness and war score will invariably cripple your production, economy, happiness, and the list goes on (this is over at least a dozen games in recent weeks as a "tall" style; and I didn't have this issue when I played for conquest).
You then have to pay them 5000 gold to peace out when you've lost a single unit and they've lost 25.
I believe this should change back (part-way) to how things were a few months ago (only regarding war weariness and war score of course; other than that, this project has been thoroughly incredible in its progress). I feel the extent of the malus (particularly for successfully defending civs) with non-authority/fealty is simply too huge, crippling and illogical. If you disagree with me please feel free to express it, maybe I've been biased by certain factors. However after watching Martin Fencka since forever, and seeing a player of his calibre (probably better than all of us) complain persistently about the incomprehensibility of this change; I felt I had to as well, because I have to agree completely.
Anyhow, let me know what you think, and if you disagree let me know why.
Cheers.
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