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Yeah I mean I dont exactly have a problem with them getting dispersed as it is but what is annoying is that there are not a lot of mechanisms to prevent it or to punish those who basically attack your interests. I mean, yeah, I can declare a war but I feel like as far as the AI is 'aware' it is a surprise war. It is also insane that civs you are literally allied to will disperse powers you are working on. If I can see who is working on a power, so can the AI so they 'know' what they are doing.
Try spending a thousand years boosting your influence in a city-state, only to have Austria buy it off. Or anyone conquer it. At least here you get a portion of your influence spent back. Same ♥♥♥♥ in Civ VI.
Well generally in Civ 5 you can start a war over that and release them, it didnt feel like you were pouncing on the AI for no reason. There was also a little more interaction and (non military) competition over them. I really want to like this implementation of cs/barbs but it feels like it could be so much more. And if they get overtaken in a war they are gone, even if you fight to take them back. Like i said, I like the framework of what they have but the final product of it is massively disappointing with your options reduced to camping in a circle around the IP. I really think it would help if you got like, x turns of +1 war support against a civ that dispersed an IP you were working on. The only punishment against the AI is THEY get mad at YOU when THEY disperse your IP which is just silly.
Well, I'd perhaps extend the ability to boost their military with influence before the village is upgraded to city-state.
While I don't think the Civ 7 CS system is perfect yet, I kind of agree with the quote. In previous games, if you played a civ that depended on city-states, it could go a bit sideways when that one vital city-state got bought up, or otherwise removed through unique abilities or other stuff.
The system here is not perfect in how you can spend influence and not immediately get a bit of a claim to defend the IP if it's attacked... but the system is a little more organic, too, in that a locked-in city-state is actually locked-in, and not still up for grabs if someone can spend one more delegate there than you.
The IP/city-state system for Civ 7 is flawed, but still a bit of an improvement over Civ 6's system.
I concur. I do really like Influence and how difficult it can be to acquire for most civ/momento builds. Especially early on in an Age. It adds a lot of tension and weight to the decision making process.
There is a lot to like with the current system but there are missing bits that I miss/would like fixed:
1. The option to Liberate an IP
2. To bribe/warn other civs off from attacking via diplomacy to force peace.
3. The handful of bugs around IP's that causes me to use foul language
If anyone wants to add to the list go for it even though I am sure the devs already have their own list.
You have to think where to put you influence. Do you compete with another power or… do you leave it to AI and consentrate to something else.
It has enough variance to make it meaningfull desion making task in the game… and making hard desision is what makes game a game!
I see where you are coming from and I think it would need to be Age restricted which shouldn't be too hard to address since we have Holy Cities that react differently.
I have just had specific experiences where I was a day late and a dollar short from rescuing an IP during a war and I was like "I don't want this settlement. I want my IP back. Why can't I free these people that were just flipped within a few turns?"
Since razing settlements is rather slow I don't see that as an issue. In SP or MP the player would have plenty of time to react if they wanted to.