halfhalfharp
Prince
- Joined
- Nov 21, 2016
- Messages
- 517
I always find late game in VI is boring. Starting from industrial era, everything remains unchanged and it goes like a repetition of maintaining the empire to victory, rather than playing. That normally makes me quit the game, after working so hard from ancient to modern era, as I know that victory is assured.
I have seen a number of posts well addressing the problem and discussing the late game diplomacy and alliance systems to mimic what we had in the past 100 years. If we can have a drastic and dynamic mechanism in the late game, the total picture will surely be more more interesting.
Taking reference from the real world history, 20th century was the age of massive wars. Then slowly recovering from those wounds, we entered the 21st century of diplomatic wrestling. Currently the game mechanism gives nothing in generalizing such important features for modern worlds, so I would like to present some suggestions:
World war system
When a civ becomes the first civ to reach one of the ideological governments, it becomes the "birth place" of the ideology and has a right to declare a war-penalty free war to civ with another ideological government.
Say in this case, Communist vs Facism
This will drag all comrade civs with the same government to go warring with those facist civs.
The facist world will also automatically form a multiple alliance against communist invasion.
Communist civs that are allies/friends to facist civs have a choice not to declare war, and remain neutral in the conflict (retaining the friendship). But they will need to pay a sum of gold/gpt to the communist alliance, or this will trigger a betrayal emergency.
On the other hand, communist civs that are warring with other communists will remain warring, yet they will also war with facist civs. This is he same for facist world.
Facist civs can pay a big sum of money to the communist allies, changing their government to communist, even without the civics. This will render them immediate ally to the communist world and enemies to the facist world. Communist civs can do the same thing. The sum of money paid will be dependent on the no of civs involved and will be immediately shared among the allies.
Allies of the same government (Including those not involved in the conflict) will exert friendly loyalty pressure to each other.
In this war of ideologies, there wont be any diplomatic war penalty and halved war wearingness, except razing cities. Allied civs share visibility, will gain a couple of eureka/inspirations to tech/civics that the allies have. Allied general and supporting units function to other allied combat units and may stack with them.
If a new ideology emerges at this time point, say, freedom government. Civs with new ideological government will not be involved in this conflict and are treated as normal civs. If a civ newly acquires the comminist/facist government, it will immediately side with either and be invoi n the conflict.
Every 10-15 turns, the allies of each world can vote for peace or not. Each member has 1 vote and the "birth place" civ will have 2 votes. If both facist and communist world pass the peace election, the world war will end. Without the passing of peace vote, peace negotiations will trigger betrayal among the alliance.
Neither communist civs nor facist civs can initiate world war in the coming 15 turns. And at the same time, only one world war will take place.
There will be at most 3 "birth place" of three 3 ideological governments, i.e. the capital city of that civ. They have the power to start world wars over and over, as long as civs with the ideology exist. If you are not the first one grabbinf those governments but you wanna start a world war? Easy, just conquer that city for your own.
After World Wars: Diplomatic pressure system
When a world war ends, all the civs will realize the hazard of being alone and desperately look for diplomatic allies and friends. At the same time, people start to voice out their own thoughts and doubt their existing way of governing.
Every single civs will have only 40% internal loyalty pressure left, while external loyalty pressure from a friend civ will be added as internal pressure. Every ally grants a civ with +20% external loyalty pressure. In this way, civs must actively seek for alliances/friends in order to sustain their own loyalty needs. And alliance can now be used as an effective weapon to intervene other civs' loyalty
As the loyalty pressure becomes a big problem without allies, civs will tend to form alliances with each other, pushing the players to actually look at the diplomacies. And for government choice is also an essential parameter in diplomacy, same government civs tend to ally/befriend together. The whole system will function like USSR and USA expanding international influence in cold war.
About Golden age points:
In later eras, era points are really difficult to get, especially when we have achieved a few golden ages before. I hope that this system can also provide some golden era points as well.
Also, I would like to see introduction of more dark age policies fitting this system: e.g. a policy that boosts combat strength against units of a different government etc.
In short, it will be a world rotating massive wars composed of various allies or watchful peace, no longer a stable boring world that consumes patience in the original late game Civ 6. There will be no one left in the corner that can be free of the conflicts (as long as you are not using oligarchy in 2xxx lol). The whole game will be more dynamic, instead of sitting for the victory to finish.
I have seen a number of posts well addressing the problem and discussing the late game diplomacy and alliance systems to mimic what we had in the past 100 years. If we can have a drastic and dynamic mechanism in the late game, the total picture will surely be more more interesting.
Taking reference from the real world history, 20th century was the age of massive wars. Then slowly recovering from those wounds, we entered the 21st century of diplomatic wrestling. Currently the game mechanism gives nothing in generalizing such important features for modern worlds, so I would like to present some suggestions:
World war system

Spoiler Starting a world war: :
When a civ becomes the first civ to reach one of the ideological governments, it becomes the "birth place" of the ideology and has a right to declare a war-penalty free war to civ with another ideological government.
Say in this case, Communist vs Facism
This will drag all comrade civs with the same government to go warring with those facist civs.
The facist world will also automatically form a multiple alliance against communist invasion.
Communist civs that are allies/friends to facist civs have a choice not to declare war, and remain neutral in the conflict (retaining the friendship). But they will need to pay a sum of gold/gpt to the communist alliance, or this will trigger a betrayal emergency.
On the other hand, communist civs that are warring with other communists will remain warring, yet they will also war with facist civs. This is he same for facist world.
Spoiler During the world war: :
Facist civs can pay a big sum of money to the communist allies, changing their government to communist, even without the civics. This will render them immediate ally to the communist world and enemies to the facist world. Communist civs can do the same thing. The sum of money paid will be dependent on the no of civs involved and will be immediately shared among the allies.
Allies of the same government (Including those not involved in the conflict) will exert friendly loyalty pressure to each other.
In this war of ideologies, there wont be any diplomatic war penalty and halved war wearingness, except razing cities. Allied civs share visibility, will gain a couple of eureka/inspirations to tech/civics that the allies have. Allied general and supporting units function to other allied combat units and may stack with them.
If a new ideology emerges at this time point, say, freedom government. Civs with new ideological government will not be involved in this conflict and are treated as normal civs. If a civ newly acquires the comminist/facist government, it will immediately side with either and be invoi n the conflict.
Spoiler How it ends: :
Every 10-15 turns, the allies of each world can vote for peace or not. Each member has 1 vote and the "birth place" civ will have 2 votes. If both facist and communist world pass the peace election, the world war will end. Without the passing of peace vote, peace negotiations will trigger betrayal among the alliance.
Neither communist civs nor facist civs can initiate world war in the coming 15 turns. And at the same time, only one world war will take place.
Spoiler Starting a new one: :
There will be at most 3 "birth place" of three 3 ideological governments, i.e. the capital city of that civ. They have the power to start world wars over and over, as long as civs with the ideology exist. If you are not the first one grabbinf those governments but you wanna start a world war? Easy, just conquer that city for your own.
After World Wars: Diplomatic pressure system

When a world war ends, all the civs will realize the hazard of being alone and desperately look for diplomatic allies and friends. At the same time, people start to voice out their own thoughts and doubt their existing way of governing.
Every single civs will have only 40% internal loyalty pressure left, while external loyalty pressure from a friend civ will be added as internal pressure. Every ally grants a civ with +20% external loyalty pressure. In this way, civs must actively seek for alliances/friends in order to sustain their own loyalty needs. And alliance can now be used as an effective weapon to intervene other civs' loyalty
As the loyalty pressure becomes a big problem without allies, civs will tend to form alliances with each other, pushing the players to actually look at the diplomacies. And for government choice is also an essential parameter in diplomacy, same government civs tend to ally/befriend together. The whole system will function like USSR and USA expanding international influence in cold war.
About Golden age points:

In later eras, era points are really difficult to get, especially when we have achieved a few golden ages before. I hope that this system can also provide some golden era points as well.
Also, I would like to see introduction of more dark age policies fitting this system: e.g. a policy that boosts combat strength against units of a different government etc.
In short, it will be a world rotating massive wars composed of various allies or watchful peace, no longer a stable boring world that consumes patience in the original late game Civ 6. There will be no one left in the corner that can be free of the conflicts (as long as you are not using oligarchy in 2xxx lol). The whole game will be more dynamic, instead of sitting for the victory to finish.
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