The Fanatical
Prince
- Joined
- Sep 15, 2016
- Messages
- 384
The suzerain bonuses change depending on the age, but for reference here are the ones from the Antiquity Age.
Supposedly if you annex them you keep the Suzerein power (although most of those are better with more Suezeins)I have a couple concerns with Independent Powers and suzerain bonuses
Right now there are three things you can do with Independent Powers:
I worry that the Suzerain bonuses aren't strong enough to encourage allying with IP. Just destroy or annex them seems more effective.
- Fight and kill them . . . earning experience for your commanders and significant loot when you disperse them.
- Befriend and add them to your empire . . . getting a new town
- Befriend them for their Suzerain bonus . . . the benefits are ok, but you will only have them until the end of the age. And most benefits scale per/IP so you need to ally with multiple to really buff the benefit.
And Exploration/Modern age Suzerain bonuses didn't seem to scale up in power (despite your overall yields increasing each Age).
Going to need time to play it to determine how balanced it is.
Can't really think about different/new powers without knowing the entire game systems.
Its just hard to tell what the balance is.Those bonuses actually seem quite powerful to me?
5% per IP…so with 5 Ips you could have 25% gold, 5 extra science on your science buildings, 5 extra CS on Infantry, 5 extra Civics and a new unique building.Its just hard to tell what the balance is.
Dispersing an IP gives you +100 production and triggers an event which can give you a unit or a pop. That's a lot, in addition to the valuable XP for your commander.
Befriending the IP instead costs a LOT of Influence and takes 30+ turns. A 5% Gold that only last until the end of the Age (possibly for just 100 turns or less) isn't very exciting.
Especially since Influence seems very limited and has many uses. Instead of the IP you could spend the influence on establishing research or trade agreements, etc.
In the game I've seen, Befriending was a matter of fewer turns (5-12 iirc) - but I guess most were on online speed. I think Befriending is just an intermediate step anyway. You want to invest a bit more influence (and 5 turns) and take over the CS completely. That way, you keep the bonus until the end of the age, but also the city for the future age(s). Stopping at Befriending seems suboptimal.Befriending the IP instead costs a LOT of Influence and takes 30+ turns. A 5% Gold that only last until the end of the Age (possibly for just 100 turns or less) isn't very exciting.
I just realised that the Age of Heroes bonus is absent from the image I posted. Some of these bonuses might be random per age. I speculate that the resources, improvements and units are only available to the player that picks them first. The numerical bonuses are probably infinite. That's just my speculation, of course. Maybe all of them can be picked only once, if we consider how Pantheon bonuses worked in Civilization VI. If the latter is the case, then a cap for city-states needs to exist per age, which means suzerainty can't be abused.Btw: how unique are the bonuses within a single game? If a take a bonus that gives me a resources, I can't take it again. But can other players also locked out of this bonus? In short, is the uniqueness per map/game or player?