leandrombraz
Emperor
- Joined
- Sep 19, 2014
- Messages
- 1,443
I learned how this works here in one of Victoria's deep dive into the game systems, so most of you know how it works. You conquer a city, you get a permanent -18 "you occupy one of our cities" penalty on top of the warmongering. To get rid of the penalty, you need to give one city back to the AI, either in the peace deal or normal trade. It can be any city, you can build a city in the middle of nowhere and give it to them. It's a mechanic that make no sense, it's misleading together with the cede mechanic (I'll talk about that later) and it encourage a really cheap strategy (giving bad cities to the AI).
Loyalty add yet another cheap strategy to deal with this questionable design choice. You can build a city in a good spot where you have a lot of loyalty pressure, give it to the AI to remove the penalty, then wait for the loyalty system to do its trick. There it is, penalty removed and you didn't even waste a settler. This begs the question, why in the name of Sid is this even a thing? Can we hope that Firaxis will look at this mechanic and redesign or just remove it?
That bring us to cede, the most misleading, pointless mechanic I ever saw in my gaming career. Players usually think cede do one of this two things: Remove the penalty we already talked about or remove the occupied status of cities you captured. It doesn't do any of this things, it allow you to trade the city with other leaders if it isn't a capital (you can ask to cede a capital though, which does nothing). It also give you more warmongering than just taking the city without cede, which means you don't want to ask the AI to cede. You won't trade the city, you don't want warmongering. That also begs the question, why in the name of Sid is this even a thing?
Firaxis need to take a look at this mechanics. Again, it's misleading, I often see players in forums (usually steam forum) who think cede will remove the penalty when it actually give you more penalty. More commonly, I see people who think it remove the occupied status, which is removed when you make peace. Firaxis need to give it an actual use that make sense and is intuitive or just remove both the penalty and cede from the game.
Loyalty add yet another cheap strategy to deal with this questionable design choice. You can build a city in a good spot where you have a lot of loyalty pressure, give it to the AI to remove the penalty, then wait for the loyalty system to do its trick. There it is, penalty removed and you didn't even waste a settler. This begs the question, why in the name of Sid is this even a thing? Can we hope that Firaxis will look at this mechanic and redesign or just remove it?
That bring us to cede, the most misleading, pointless mechanic I ever saw in my gaming career. Players usually think cede do one of this two things: Remove the penalty we already talked about or remove the occupied status of cities you captured. It doesn't do any of this things, it allow you to trade the city with other leaders if it isn't a capital (you can ask to cede a capital though, which does nothing). It also give you more warmongering than just taking the city without cede, which means you don't want to ask the AI to cede. You won't trade the city, you don't want warmongering. That also begs the question, why in the name of Sid is this even a thing?
Firaxis need to take a look at this mechanics. Again, it's misleading, I often see players in forums (usually steam forum) who think cede will remove the penalty when it actually give you more penalty. More commonly, I see people who think it remove the occupied status, which is removed when you make peace. Firaxis need to give it an actual use that make sense and is intuitive or just remove both the penalty and cede from the game.
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