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The problem with alliances.

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5 years ago
May 8, 2020, 12:50:14 PM

There is no penalty for leaving one.


In several games I have played, I simply ride the coat tails of an alliance.  Benefit from the dust generation, science agreements, and the inability for alliance members to attack me.


I research the endless technologies while in the alliance until I have all four, drop the alliance and (easy) win the game.


There has got to be something implemented as a penalty for leaving alliance (that should probably attempt to fix this strategy for winning).


Dev's,


Please address this.


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5 years ago
May 14, 2020, 2:52:54 PM

I agree. Alliances have something wrong as a mechanic. I also find it quite frustrating losing to an alliance when playing. I refuse every alliance proposal since it would be to easy to win in economy or science, or conquest, and instead go on by my own. I play only on endless difficulty, plus i recently installed a mod that ramps up conquest victory to have 90% of all star systems. Losing to an alliance is too easy and winning while in an alliance is also too easy: it should be implemented a further diplomatic mechanic that "breaks" enemy alliances, or alternatively a mechanic for which alliances are only military.

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5 years ago
May 15, 2020, 2:34:19 PM

I've recently seen in starborne they lock alliances at about 60% of the game, perhaps something similar could be implemented.
Let's say at half time, you'll get a warning and ten turns later alliances can no longer be rearanged.

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4 years ago
Jul 21, 2020, 3:09:21 AM
AI should leave the alliance when it's a bad one, and vice versa when it's a good one.
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4 years ago
Sep 1, 2020, 5:56:47 PM

Maybe leaving an alliance should be based on an Influence cost that goes up per turn?  Also, leaving an alliance could add a multiplier to the cost of all future diplomatic Influence costs (except maybe war actions). As well as a permanent distrust penalty for all major civs, and a loss of relations to minor civs.

Updated 4 years ago.
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