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- The GV's uses the exact same A.I. that the computer does. The main constraint being that they cannot buy and sell resources, nor can they rush productions in cities. So in some ways, it's the computer A.I but with one hand tied behind it's back. But this combines with:
- The bonuses for a Grand Vizier are just **insane** - you can end up with an entire empire full of happy cities, you can 2 turn most military units without ever building a single barracks, you get more orders than serfdom or monasticism without any of the effort of establishing and spreading a religion. The science output per city is nuts. If you get even **one** good stat, your empire is super buffed. If your grand vizier is a rising star, all of your stats are good. Get them to pleased or friendly - which is not at all difficult, and the outputs are absurd. Which brings us to:
- The Player gets Grand Vizier's and the computers don't. This is a human only mechanic. which lands us at the final conclusion:
Since the Grand Vizier uses the same A.I. as the computer, and regardless how good the A.I. of this game might be, a human player is always going to (generally) play better and more efficient than the computer due to various factors, and the GV is super buffed while the computer can't ever even get one.... It just puts the player in the driver's seat of an insanely buffed "A.I." nation for literally no reason and tries to pass it off as a bad thing.
It's only a bad thing because strategy gamers play strategy games because they like to armchair general/govern nations... So the main design conceit of the grand vizier is that it's come and taken away your toys, and you as a strategy gamer find that annoying.
Except it's singularly the most powerful thing in the entire game, and all it REALLY does is put you in control of one of the computer nations but buffed to insane output levels.
It's basically an instant-win button in any game I've ever played where it shows up and I hate it. It's all perks and no drawbacks. The only "drawback" of the mechanic is that it is essentially designed for players to find it annoying.
But it's drawbacks are sentimental at best - so you got a bunch of settlers or slingers you don't need; who cares - you just got 20 turns of 5 laws worth of power for nothing. A Coup? Fine. A rebellion? Fine. None of it matters because the raw mathematical output of even the most basic of Grand Viziers will blow any of those things out of the water.
It drops the difficulty of a game by 1 - at least. Probably 2.
Which is a shame; I'd enjoy it as a narrative thing to engage with if it didn't neuter the entire game just by showing up.
The Foreign Vizier is even worse - a Grand Vizier and a Free alliance? Give me a break. You're right to quit the game; you were just handed the victory instantly with one event.
I feel that automation is beside the point, though. As usual, our friend Feigro has the correct analysis of the true problems and nature of the Vizier system. I still think Viziers are salvageable, though. But they need more work, and are the least compatible subsystem in the game right now.
A rebellion or a coup might mean something if I didn't just get 20 turns of double orders and 5 culture level events I never would have gotten otherwise. Etc.
If behind the throne had a "bad stuff only" event option I'd probably toggle that on in a heartbeat. As it stands, though, Estates, opulence, Rising stars, and GVs are all player-only mechanics that just make the game easier for the player so I keep it off even though it would be nice to have things like slums, rebellions, and power hungry characters shaking up the game narrative.
Viziers just need to have **actual** drawbacks. In their current form you lose only 4 legitimacy when one takes power. That's it. : {
I only once accepted a GV (not foreigner) and instantly regretted it. "OMG, never again!". It's MY toys, as Feigro said.
Power hungries and rising stars: some times I manage to make good use of their qualities, case per case,
But otherwise I try to sidetrack them, finst by appointing them to ambassador or councellor, or governor of a small city or as commander of an outdated/untrained/unimproved military unit stationed on the outskirts of the empire (*), and let them rot there. (*) or even I could send them out on suicide missions.
They can also be exiled/slighted or assassinated if needed.
The drawback is that once in a while some faction, either religious or familial, will lobby to have them better recognized. Mostly I turn a deaf ear to those manoeuvers, until they loose their appeal to their supporters over time, by themselves. Some times, it can lead to assaults on my royal person, or to civil unrest /rebellions in the cities governed by their supporters (religious or familial).
I'd rather loose the game through war rather than accepting a foreign GV.
You're still stuck will the alliance, though, right? The foreign GV is not wonderful, but I can live with him. It's the instant map reveal and the might of the Whatevers that's suddenly on-side with me that kills the game.