Sid Meier's Civilization VI

Sid Meier's Civilization VI

Diplomatic Defeat Mod
40 Comments
FearSunn  [author] Nov 7, 2018 @ 9:52am 
Exactly. This is the main point of this mod.
Kenraali #BringBackQP Nov 7, 2018 @ 7:52am 
So does this mod make Domination Victory harder to accomplish?
FearSunn  [author] Mar 5, 2018 @ 8:26am 
New version just uploaded!
Compatibility with Rise&Fall improved. Now FreeCities do not count as CityStates.
Also tweaked defeat condition in situations when only two major players are alive.
pauloel7 Mar 5, 2018 @ 6:18am 
Got it, cool, thanks!
FearSunn  [author] Mar 5, 2018 @ 6:16am 
Error you referencing does not indicate any mods conflicts. It bassically means some localization text is missing. If your game is in en-us just ignore it.
pauloel7 Mar 5, 2018 @ 5:29am 
Gotta minor mod conflict here: [4132612.973] Warning: LocalizedText - Error Loading XML. Please help? Mods at https://jpst.it/1bJ0n . Modding.log at https://jpst.it/1bK34 .
FearSunn  [author] Feb 2, 2018 @ 11:58pm 
For strategy tips how to win friendly Domination victory check this brilliant post here:
https://forums.civfanatics.com/threads/warmongering-guide.608752/
FearSunn  [author] Jan 17, 2018 @ 8:18am 
Exactly the same here. Posibilities for AI to have more than half major friend is rare. Just nobody take note of this as it is not important for vanilla gameplay. With this mod it is important now and I am tested it extensively.

I do appreciate discussion, but please be more carefull with you judgements without actually played a game with this mod enabled.
titan_vfaf Jan 17, 2018 @ 7:54am 
One of the conditions:
--Any AI opponent has friendly relations with more than half of all major civilizations
This is NOT the same thing as being voted as a world leader. Friendly relations are nothing more than friendly relations, perioid.

Do you understand how rare occasion it was for AI to win diplomatic victory in Civ4 & 5? I've played them thousands of hours if you count the hours together, so I can confirm you that the possibility for it to happen was pretty much nonexistent, no matter how you treated others during the game.
FearSunn  [author] Jan 17, 2018 @ 7:38am 
This is exactly how "voting" was done in previous versions of Civs. It was (and it is here) just rating number for AIs. Nothing like "indebteness" or whatever "feelings". Result is the same for human player - he was dismissed. This mod is for single player only! You still missing crucial details.
titan_vfaf Jan 17, 2018 @ 7:30am 
You still believe I haven't read them? Friendly relations and giving a vote for diplomatic victory are nowhere near the same thing! You could be best friends with any nation but it still doesn't mean that you're gonna vote them to be the leader of the world - or win the game, so to speak. This creation is just a bunch of parameters that wait for fulfilment so that the game may end. Meanwhile, AI has no clue of the dynamic or what's going on. If you had a chance to vote a winner, why would you vote anyone else but yourself? That's just stupid unless for example some nation has done something that you'd be indebted for your existance, or you've made a deal of somekind etc, but these are very special circumstances.
FearSunn  [author] Jan 17, 2018 @ 4:25am 
@Titan
"it couldn't happen without enough votes, and this usually wasn't the easiest thing for AI to achieve. "
This is exactly how this mode works. Please read again defeat conditions.
titan_vfaf Jan 17, 2018 @ 4:00am 
This mod has nothing to do with diplomacy, dispite the fact that the goal has been to force the player to get some allies and keep them. You have just created a court of highest possible degree which has power to condemn human player to the ultimate penalty for the actions (s)he has taken in the past.

United Nations, which decided of a victor in preavious Civs, was never about condemning others. It was about choosing a winner and that's all. But the winner could only be chosen if that party had enough votes. In other words, even if you were the antichrist himself in the past, it did most definitely NOT mean that someone else would be elected as a winner, because it couldn't happen without enough votes, and this usually wasn't the easiest thing for AI to achieve. Therefore you still had a chance to win by some other method.
titan_vfaf Jan 16, 2018 @ 11:54pm 
Ok so now this is about maintaining traditions of the game series? Seriously? As if those traditions would have been so great and perfect, even if you haven't played those previous versions? You could have an opportunity to create something much much better, something that no one has done before, but you just don't care?
FearSunn  [author] Jan 16, 2018 @ 11:40pm 
Thank you for your comments and suggestions. I've took note of all.

Nevertheless my goal here is to fill the gap and create some kind of substitute for World Council from previous Civs. I am not willing to deviate too far away from this concept inherent to series.

Moving "voting start" further in the timeline is one thing I am considering for a change in the next update. Sometime after R&F DLC release.
titan_vfaf Jan 16, 2018 @ 9:33pm 
I'm just thinking out loud here.

Maybe at the same time the balance of the game could be adjusted into direction which makes you much more dependent on foreing trade. This could make the fear of bad relations and especially the world-wide embargo so significant that you'd simply have to consider more heavily the downsides of bad diplomatic relations. At the moment I believe it is too easy to achieve self-sufficiency (at least what comes to financials and resources) in a level that you don't really need to be concerned of foreing relations. What makes situation even worse, it is possible to continue trade with nations that have denouced you or other way around, which is something that should definitely not happen if diplomatic relations should be made more meaningful.
titan_vfaf Jan 16, 2018 @ 8:32pm 
I bet you could come up with many more possible reasons and solutions for this embargo. What do you think, could this be done?
titan_vfaf Jan 16, 2018 @ 8:32pm 
This is especially true with your other mod Visibility matters. The worse your relations are, the more difficult it is to gather information from them. Perhaps this way of developing the game could be taken even further. What I mean is, what if you could make AI to punish human player by serious, world-wide embargos and concrete isolation? This would mean no trade with human (including immediate cancellation of all current deals), no trade routes from nor to cities under control of human, or in other words, everything provided by others that could benefit human civ would be forbidden, until certain demands are met. These demands could be anything related to events from actual game which were the reasons for bad relations in the first place. For example, unjustified territorial expansion. Solution? Handing over the control of cities in question to their rightful owner. (continues...)
titan_vfaf Jan 16, 2018 @ 8:31pm 
A fear for war, a fear that your civ could be wiped out because of it, is probably the most effective motivator, but it turns out that is excatly the thing you DON'T need to be worried about! "Oh you're declaring a war on us? Uhh I'm so scared..." And I'm afraid that this lack of performance what comes to AI's war efforts, is such a big problem that you or anyone else outside of Firaxis cannot do anything about it. I know you know, but this is just a reminder for you to put things on proper perspective. Don't forget that there are problems that cannot be solved at the moment, no matter how unordinary approaches you try. I'd wish I'm wrong about this but I have no reason to believe I'm not.

Nor it should be forgotten that there are SOME consequences if you cannot maintain good diplomatic relations. (continues...)
titan_vfaf Jan 16, 2018 @ 8:30pm 
I have been well enough aware of the facts related to this mod all along. Renaissance era is mid-game which is way too early to start voting for player's right to continue playing the game, based merely on his/her behaviour towards others. Like I've written before, the whole concept is totally absurd and should never take place.

Also I'm perfectly aware that diplomacy is insignificant on many levels. But this is only because AI is so toothless and downright incapable to do anything concrete about those terrible relations with human player. Anything that would make you much more motivated to maintain good relations with your neighbours and others. (continues...)
FearSunn  [author] Jan 16, 2018 @ 9:34am 
No, the main reason I created this is not to raise difficulty for human. Main purpose - to fill the glaring hole in the gameplay when diplomacy means nothing at all. What consequences if any you face for terrible relations with others? NONE. This makes game incomplete and I am just filling this gap.

And you still not reading carefully enough - this comes into effect only after Diplomacy Service is researched. It is Renaissance era.
titan_vfaf Jan 16, 2018 @ 8:16am 
If I recall right, in Civ4 you needed a majority of votes from other civs to win diplomatic victory, but in Civ5 it was pretty much all about gaining the support of most City states by bribing them with gold or some other means - no votes from major civs was required. Also, this vote process in both games was possible only during the era of United Nations, in very late game that is, so it was quite normal to win by some other means before the vote process could even take place.

The way I see it, Diplomacy defeat mod only prevents you from winning the game if you don't behave appropriately. It merely punishes the player but never rewards. I understand that you have created it in order to raise difficulty level of the game, but there simply must be much better ways to achieve that goal.
FearSunn  [author] Jan 16, 2018 @ 7:17am 
But look isnt it the same like World Congress or something in Civ5 and Civ4? I am actually new to Civ series and havn't played older versions. From what i've read that at some point in a game players voted for world leader or whoever and if you are not the one elected you lose. In essence I see no difference here, have you?
titan_vfaf Jan 16, 2018 @ 4:30am 
Cool. You want to compare this concept to the real world.

Why is North Korea a failure? Because they don't do what others tell them to do? It would seem that people of North Korea just want to keep their independence no matter what, so why would they care of other world's opinion? Certainly Kim will never be "defeated and dismissed" by some other countries' desicion. If something like that needs to be done, it must be done by the people of his own or, as the last resort, by the process which no one in one's senses wants to happen.
FearSunn  [author] Jan 16, 2018 @ 4:04am 
Civilization does not necessary dissapear - only you as a ruler will be defeated and dismissed. Your people are isolated in the world, nobody likes them as nation. They have difficulties going abroad, buying foreign things and real estate, different sanctions etc. Take North Korea. This is epic failure I assume... And yes I am roleplaying here. This is my way playing this game.
titan_vfaf Jan 16, 2018 @ 3:53am 
It would seem that you're completely missing my point. First of all it is totally absurd to even think that a whole civilization could be made to dissappear just by wishing for it or "claiming it to be so". Other civs tell you one day; "we have decided that you lose and that's the end of it." Who are they to get decide something like that? And what the hell does that even mean?

Sure you have created these "certain safeguards" that need to be secured to prevent others from declarating your defeat, but that is excacly the thing which compells you to always play in a certain way. By "certain way" I definitely don't mean different victory types, but the list of things you must do in order to achieve them, like getting some party to support your cause even if you wouldn't othervise feel the need for it.
FearSunn  [author] Jan 16, 2018 @ 2:42am 
For me this is essential addition to the game. "Nobody likes you - who gives a shit" is a major gap in a gameplay for me. And I admit this is my personal preference and I understand people who play this game differently.

But you are wrong thinking that this mod "compell to always play in a certain way". It is not. You still could go for domination victory. But you need to secure certain safeguards (like city states support). Or alternatively you could just eliminate all your neighbors before meeting other civs - they will not know your "bad behavior". Or something else, just read carefully defeat conditions.

This mod adds entirely new startegic layer to the game. And I am enjoy it a lot.
titan_vfaf Jan 16, 2018 @ 12:41am 
Besides, the players who like to win by expanding their territory as much as possible, are also the ones who would be affected by this mod the most. On the other hand, the players who are already keen to keep their relationships in good state, are only forced to keep doing it and to never try to be the "bad guy" instead. In other words, you are compelled to always play in a certain way to be successful. Why do you want to develop this game into that direction?
titan_vfaf Jan 16, 2018 @ 12:41am 
I don't know man... your other mods are exceptionally good but this one seem to be really questionable - I mean, all it seems to do is to tie player's hands in the name of increasing difficulty. Why the amount of friendships or lack of them should be a measurement for earning the right to see who wins the game? Shouldn't friendships be a matter of a personal choice and commitment? Nobody likes you? Well who gives a shit... let them declare war if it makes them feel better. But to give them a right to vote you out just because they have decided to gang up on you - maybe you have watched too much Big Brother or something.
FearSunn  [author] Jan 8, 2018 @ 10:28am 
They are not including Diplomacy Victory into upcoming DLC. This is why I did this mod. It is not "victory" because it is impossible to train AI with current tools to pursue that kind of victory. Therefore it is not a victory it is "defeat". It works very well. Try it:)
Imperator Rax Raxous Jan 8, 2018 @ 10:14am 
Yeah i accept that, i just needed to tell my part of the story to it...
I think its impossible to say that:
And i need to say this because the diplomacy in the game is pretty weak, for such challange in my eye's Its a diplomacy system like trade goods, enslose some of the most basic treaties, and declare war or close peace... Thats it actualy... At least they now inplemented the feature, that i get an actual ranking in terms of diplomatic relationship...
But we cant forget that though they brought in this in all other terms of diplomacy they've made a huge step-back from Civ V, and that realy shocked me... Thats just crazy, i cant belive why did they remove the Diplomatic-Victory option with the World Congress... That was such a good option, and i guess that was what youre comunity now seeks... I hope that they put it into a DLC, because they will realise that they made a misstake. But somehow i also fear that, this misstake might have been not a misstake at all, but on purpose!
FearSunn  [author] Jan 6, 2018 @ 12:29pm 
People play this game differently. For some "kill them all" is just boring. This mod for folks who want from this game more challenge and effort.
Imperator Rax Raxous Jan 6, 2018 @ 10:14am 
Lol this is just so much sureal! I dont know how you came to the idea, and sure im in no position to say much about it since its a mod... But its just so dump to think this has something to do with realism! So what so i am isolated! Its how it has to come if you want to win sometimes! You have to kill them all, they not gonna like it! But why havent you at least activated it for AI aswell?!
FearSunn  [author] Dec 28, 2017 @ 11:47pm 
@Kurnn:

Think about it like of a good old World Council - civilizations vote for each other electing their leader. AI would vote for someone with good relationship. And if someone gets majority of votes he wins.

Same here: If some AI player has certain number of friends he becomes eligible for a win and you get a defeat warning.
But here you may have safeguards: 1 major friend or certain number of vassals. You should thing about it from the beginning and act accordingly.

If you haven't secured these safeguards you would probably better stop warmongering early in the game and forget about domination victory.

Alternatively you just could try to dominate before most "friendly" player gets Diplomacy Service researched. Or prevent somehow at leats one player to meet all other players. Or maybe something else...

Read carefully through Defeat Conditions and I am sure you will get some ideas of your own:)
Kurnn Dec 28, 2017 @ 5:55pm 
This is a great idea!

But what about late game? When you are winning, you get a negative -Rep to all AI, that goes up alot. What if all AI have negative -100 to you in late game, because you are winning?

Or what if you are doing a domination victory? Will you loose then?
FearSunn  [author] Dec 13, 2017 @ 11:51pm 
Computer player (AI) can NOT be defeated by this mod. Only human. My idea is to make diplomacy important and life harder for human. As all red faces in the ribbon with no consequences makes this game incomplete (imho).
In facts this mod is substitute for Diplomacy Victory in previuos Civ versions. But I decided to go with "defeat" function instead of "custom victory" as this way does not require AI reprogramming and, as already noted, AI is generally quite "good" at making diplomacy hard for human.
bmrigs Dec 13, 2017 @ 3:22pm 
If this happens to the AI's then does that mean that all their cities become destoyed when they are defeated?
FearSunn  [author] Dec 13, 2017 @ 1:40pm 
Right it is "lose", thanks... But its not so difficult as AIs denounce each other too and for AI to have 3 friends (small map) is a "challenge" also.
bmrigs Dec 13, 2017 @ 1:30pm 
It's "lose" and not "loose". This mod will be difficult because every AI denounces for the most ridiculous of reasons.
FearSunn  [author] Dec 13, 2017 @ 11:40am 
It runs well for me but please report any bugs if any.
Also feel free to post any suggestions for defeat conditions, as this is my initial thoughts on the subject.
Enjoy!