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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.
https://forums.civfanatics.com/threads/warmongering-guide.608752/
I do appreciate discussion, but please be more carefull with you judgements without actually played a game with this mod enabled.
--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.
"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.
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.
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.
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.
Nor it should be forgotten that there are SOME consequences if you cannot maintain good diplomatic relations. (continues...)
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...)
And you still not reading carefully enough - this comes into effect only after Diplomacy Service is researched. It is Renaissance era.
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.
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.
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.
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.
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!
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:)
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?
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.
Also feel free to post any suggestions for defeat conditions, as this is my initial thoughts on the subject.
Enjoy!