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Why am I forced to accept their surrender?

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3 years ago
Aug 23, 2021, 2:07:20 PM

I got an idea - you may try to warm up your enemy's war support by throwing single weak units to them, then retreat  from battle, or even let them win sometimes. Also, you may just surrender your flag to let them win even if you have stronger army. It would slower your conquest, but it should make possible to defeat them completely.

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3 years ago
Aug 23, 2021, 2:34:41 PM
Gummilion wrote:

I got an idea - you may try to warm up your enemy's war support by throwing single weak units to them, then retreat  from battle, or even let them win sometimes. Also, you may just surrender your flag to let them win even if you have stronger army. It would slower your conquest, but it should make possible to defeat them completely.

Exactly, that's what I suggested at the end of my post and it would work out, but it's entirely gamey and not "R"ealistic if you allow me to use the R word...

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3 years ago
Aug 23, 2021, 3:17:58 PM

It is also particularly interesting the fact that, as the game works right now (more specifically the war support mechanic), is actually better to simply ransack administrative centers and outposts and rebuilding them if you are going to win a war. There are some reasons for this:


1. Any ransacked outpost or administrative center will stop being part of their country and it will give them more war support towards this war, meaning you can stay in it for longer.

2. You actually get gold for ransacking, which is good, obviously.

3. When rebuilding the outpost yourself, you'll take control of any resources they were exploiting there automatically, no need to rebuild everything. You can also exploit it from the getgo and get the resources without waiting for the war to end.

4. Last, but not least, you will keep every ransacked and rebuild outpost when the war ends, so it's actually yours and you don't have to ask for it nor will it return to your opponent after the war.


So... as it is right now, the best conquest if you want to avoid being forced to strange peaces, it's simply to ransack every single outpost you can, rebuild there and simply keep pushing. Just conquer their cities when you have ransacked - rebuilt every outpost of your interest.


This is also weird... in my opinion when you ask for a city you should automatically get all the administrative centers attached to it unless you actually decide not to. So in the peace treaty screen, when picking a city, all its outposts should be automatically picked, leaving you with the possibility to uncheck them if you don't want to integrate those. It's logical from my point of view, since you get all that terrain when sieging the city and makes sense.


I would also add the possibility to ask for a partial peace which is not a white peace. I find it quite weird not being able to ask something like "hey, we've been fighting for like... 30 turns and I have one of your cities. I take that city and just stop the war here, what do you think?" nope, instead of that, you have to actually wait until their war support lowers to 0 and then force a full surrender.


As I said, I am having lots of fun, but it's clear to me that they need to tweak the peace options a little bit and they will make more sense.



EDIT: Just after writting this, I find myself in a game where I just won a war where I could get one city and had not enough score to get its administrative centers, so basically I accepted peace, returned all the outposts and now I'm destroying those outposts one by one to build them myself and manually attach them to the city. 

And just to point it out, I was lucky during the war because one of the cities I had conquered was conquered some turns later by independents, which seems like a bad thing but it turned out to be perfect because I didn't have enough score to keep it... but since independents got the city, I just conquered it from them after the war and voila.

Updated 3 years ago.
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3 years ago
Aug 23, 2021, 5:52:03 PM

War support basically forces me to turn every war I fight into a genocide. it is however very profitable and really helps you speedrun your empire to contemporary, and im convinced genocide is a requirement for winning at the higher difficulties. Ransacking is amazing, because you just prolong the war until when the surrender is forced, you take their last city and just eliminate them completely. 


They really should add some narrative events or consequences for acting like an actual Hitler. 


Maybe if the AI didn't act like an unlikeable asshole 90% of the time, I wouldn't be holding vendettas from being mistreated 100 turns ago, and maybe I wouldn't have to burn your entire land and destroy ALL of your cities if you hadn't randomly attacked my scouts in my own outpost territory god im having an aneurysm

Updated 3 years ago.
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3 years ago
Aug 23, 2021, 6:10:41 PM
Light_Spectrum wrote:

Yes, you can't do it, cuz YOUR war support is low. Maybe YOUR people don't want to fight for you so much. You don't have enough demands or grievances on this empire. It's pretty logical IMO.

I cannot agree. This thing depends on your opponent's war support.  That's why they propose you accept their surrender: they don't have enough war support to keep fighting. 


So, the developers' decision looks strange!

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3 years ago
Aug 24, 2021, 7:16:43 PM

This is definitely a bug, see Humankind Encyclopedia (EDIT: Link to encyclopedia here)


Surrender Proposal

Either side involved in a War can propose a set of Surrender Terms -- a list of reparations that they offer to make in exchange for a return to Peace. When drafting their surrender proposal, the surrendering Empire must include the application of previous Demands and, once there are no Demands left to add, additional “bonus” compensations to fully consume the winner’s leftover War Score. If they have nothing else to offer, a default monetary compensation will be calculated automatically.

Upon acceptance of the proposal from the other Empire, all surrender terms will be fulfilled immediately, and peace will be restored. The receiving Empire is free to refuse a legitimate surrender proposition if they find it lacking, but doing so will hurt their War Support and bolster their opponent's.


Forced Surrender

If one side in a War runs out of War Support, their opponent can force their surrender, choosing exactly which Surrender Terms their opponent will have to agree to.

The Victor is bound by the same rules for drafting a forced surrender: outstanding Demands must be selected first, then spend their War Score selecting additional territorial or political reparations, and finally a default monetary compensation if nothing else can be selected.

Forced Surrenders are unilateral and cannot be refused by the losing side. Once submitted, all surrender terms will be fulfilled immediately, and peace will be restored.

The encyclopedia describes a mechanic that is nothing like the existing mechanic in the game that the OP describes, where the losing side is able to force a unilateral agreement upon the winning side when they reach 0 War Support.  I'm sure the developers will fix it before long.


Updated 3 years ago.
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3 years ago
Aug 24, 2021, 7:47:37 PM

And there is no warning for my own war support going to zero. When it became zero EVERY territory the AI wanted to have before the war, were given to them! Meanwhile my army sieged the AI (army relation ~3:1) but when it goes down to zero I lost a lot of terretorys. So frustrating, they realy have to brainstorm some of these mechanics.

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3 years ago
Aug 25, 2021, 1:15:43 AM
Tzukar wrote:
Dale_K wrote:
Light_Spectrum wrote:

Yes, you can't do it, cuz YOUR war support is low. Maybe YOUR people don't want to fight for you so much. You don't have enough demands or grievances on this empire. It's pretty logical IMO.

It isn't logical, and there is no reason for it either. The logical situation is if I have totally conquered someone, wiped out ALL resistence, then what is stopping me just taking it all? There is no one left to negotiate with about "demands" or "grievances". It's stupid that the loser dictates the end of the war.

I saw @Light_Spectrum 's argument, and dispite the attitude thought, ok I could see my citizens not being up for continuing a war, maybe it had to be above 80 like the support required to start a formal war. 


But nope, even at 100% still forced to give in. 


Name one war in history where you're close allies with everyone around you, have full support of your electorate, conquer 80%+ of a country and because the conquered country got bored of a war they instigated, you have to stop. This isnt a gameplay choice it's a bug, or you wouldnt have the option to cancel presented. 






I also stopped playing for this reason, after being at war 3 times with them and stomping, with 100/100 war support, I don't understand why I can't wipe it or at least making it a vassal, how do you get 200 war support? Maybe I missed something here.

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3 years ago
Aug 25, 2021, 1:25:16 AM

You can't wipe them out with tanks, bows, clubs, etc.


BUT!!! Once you research nukes you can spam them and wipe out entire cities and won't need to deal with ANYBODY EVER AGAIN!! MUahahahaha

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3 years ago
Aug 25, 2021, 2:33:57 AM

As the current implementation stands, I avoid war at all cost. Not because I don't like the general idea behind this system, more because of 

a) you can abuse it as described before with ransacking/pillaging and rebuilding 

b) in my opinion the generated scores make no sense to me. 


For example: Early rush, you take the AIs only city, or in another scenario both only cities of the AI, no lost battles, maybe even won one or two. The result is always the same. I generated like 73 war score and need 80 for at least one city. Sorry but just no. As other said, the foundation for this game is very good but i have the feeling that most numbers / scaling factors, like war score, later tech, later culture boni, etc. aren't balanced at all.


Now I'm able to win Humankind difficulty games without any real war. Just early skirmishes. If any AI decides to declare war, I instantly surrender and pay a measily sum of gold (like 2-3k) and I'm safe the next 30-40 turns...

Updated 3 years ago.
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3 years ago
Aug 25, 2021, 8:22:30 AM

This is simply because, you are playing as the (immortal?) ruler of the empire, not the people of the empire itself. It might sound crazy, but there are such things as rules for rulers.

But yes you should be able to reject the surrender terms. It should not be forced upon the winner of the war. This is probably a bug and will be fixed soon.

Updated 3 years ago.
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3 years ago
Aug 25, 2021, 8:31:21 AM

Pleas don't touch War. Casual players again crying, because they don't understan how it is works. 

Endlesss space 2 had same war mechanic in first version, but.. yea "o my god, i want endless total anihilation war, but i can't? WHY? IT IS BUG? WHY? BUG?"  

Updated 3 years ago.
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3 years ago
Aug 25, 2021, 9:32:23 AM

If you are running into this bug in your game, please add a screenshot and its effect on your game experience to this bug to increase visibility:  https://www.games2gether.com/amplitude-studios/humankind/forums/215-bug-reports/threads/43624-bug-forced-surrender-can-be-initiated-by-player-with-no-war-support-can-t-be-canceled-by-opponent?page=1

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3 years ago
Aug 25, 2021, 10:14:05 AM
pineappaul wrote:

If you are running into this bug in your game, please add a screenshot and its effect on your game experience to this bug to increase visibility:  https://www.games2gether.com/amplitude-studios/humankind/forums/215-bug-reports/threads/43624-bug-forced-surrender-can-be-initiated-by-player-with-no-war-support-can-t-be-canceled-by-opponent?page=1

I think you're wrong there, it's working as currently intended. The encyclopedia is phrased a bit awkward, I give you that. But it still describes the system as it currently is.

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3 years ago
Aug 25, 2021, 3:13:40 PM
Siptah wrote:
pineappaul wrote:

If you are running into this bug in your game, please add a screenshot and its effect on your game experience to this bug to increase visibility:  https://www.games2gether.com/amplitude-studios/humankind/forums/215-bug-reports/threads/43624-bug-forced-surrender-can-be-initiated-by-player-with-no-war-support-can-t-be-canceled-by-opponent?page=1

I think you're wrong there, it's working as currently intended. The encyclopedia is phrased a bit awkward, I give you that. But it still describes the system as it currently is.

I mean, it's possible it's working as intended, but the encyclopedia does not describe the system as is.  As is... If one side in a War runs out of War Support, their opponent can MUST IMMEDIATELY force their surrender.  Also, Forced Surrenders are unilateral and cannot be refused by the losing ANY side. 

Additionally, there is a handy "Cancel" button that, as is, will always grayed out, with a tooltip, so at a minimum, the bug is to remove the false impression that there is ever a moment when one can cancel a forced surrender as the winner.


Given the illogicality of requiring a civilization with 100/100 War Support from their population to end war immediately and return potentially everything that they have occupied because the other side is tired of the war, I would be shocked if this was "working as currently intended."


Boy that would be nice IRL though, could solve a whole lot of conflicts by just making your own country so tired of the war that the other countries have to give up their offenses.

Updated 3 years ago.
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3 years ago
Aug 25, 2021, 3:28:15 PM

Just want to chime in to say that the current system where the winning side HAS to stop because the losing side has zero war score is just a terrible mistake.  It's so ahistorical as to be ludicrous.


However, I understand that turning this game into a map painter would also be highly unfortunate.  But if the goal is to avoid that (I assume this is the case), then a better system needs to be put into place.  Maybe using some kind of prohibitive resource cost (influence?  stability?)  Maybe the need to garrison conquered cities heavily, in order to prevent powerful rebellions.  Maybe international reputation. These sorts of consequences have some basis in reality.


But the idea that the loser has had enough, so the winner has to stop now?  This is not meant to be a fantasy game, is it?

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3 years ago
Aug 25, 2021, 3:36:48 PM

I mean there is a simple solution... program the AI to Offer Surrender terms when they hit zero War Support instead of allowing them to initiate an action that should only be available to the winning side (Force Surrender).  Then the winning side runs the risk of their people getting tired of the war themselves if they decline, since declining an offer of surrender costs you significant War Support.  You won't be able to get better terms later if your own group hits zero!

Bug Report for this

Updated 3 years ago.
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3 years ago
Aug 25, 2021, 4:01:02 PM
dbemont wrote:

Just want to chime in to say that the current system where the winning side HAS to stop because the losing side has zero war score is just a terrible mistake.  It's so ahistorical as to be ludicrous.

I mean, continue a war when the other side has already surrendered is not something that never happened, but usually you would expect that the war is over when one side gives up. So, I think it has some sense to it that the loser can stop the war. 

Now, of course, whether the game should force you to accept the surrender is another question outright. It could give you a chance to continue (for example for -x war support per turn and a grievances with all other players or something similar). That would make it an interesting choice to continue fighting if you haven't conquered everything you have a demand on yet, as excess war score is just money. 

It's also not too uncommon in history that a surrender leads to the winner getting exactly what they wanted to get out of the war afterwards, in contrast to total annihilation of one side (although that happened, as we all know, as well). Maybe elimination is a bit too difficult right now, but that's mostly because it's hard to produce so many demands: taking an empire that has only one or two cities in a single war isn't a problem at all, but larger ones aren't really possible right now - and I'm unsure if it is needed. Maybe there is a need for an ideological causes belli that allows this against empires that are far away ideologically, and which comes a bit later in the game.

Updated 3 years ago.
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3 years ago
Aug 25, 2021, 4:04:58 PM
pineappaul wrote:

I mean there is a simple solution... program the AI to Offer Surrender terms when they hit zero War Support instead of allowing them to initiate an action that should only be available to the winning side (Force Surrender).  Then the winning side runs the risk of their people getting tired of the war themselves if they decline, since declining an offer of surrender costs you significant War Support.  You won't be able to get better terms later if your own group hits zero!

But then people will complain, that the do not get the areas they want if the AI will offer the surrender.... and in return (because you didn't roflstomp them yet) you lose war support when declining. The outcry would be several times higher. The players here want to choose what they get. Regardless of the grievances that led to the war.

Also, this system needs to be a bit more restrictive than in a realtime 4x game purely due to the number of turns you have. It is a totally different measure of time than you find in EU4, Stellaris or others that uses such a system.


I'm mostly fine with the system the way it is. But, it would be funny if the AI would actually (ab)use the "offer surrender" button inbetween. Now that would be fun and the outcry would be devastating.


First and foremost, this game should be fun. Different people define it in another way. But the majority? They want to play the annihilation game, where specific game design decision hinders them alot. I have no problem with not being able to wipe others out at first notice.

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3 years ago
Aug 25, 2021, 4:54:02 PM
Siptah wrote:
I mean, continue a war when the other side has already surrendered is not something that never happened, but usually you would expect that the war is over when one side gives up. So, I think it has some sense to it that the loser can stop the war. 

Well, I don't think that Alexander's opponents got to keep most of their cities simply because they had had enough fighting.  Yes, the loser can stop fighting, but that does not stop the loss of assets.  It's actually a question of whether the winner still has a drive to go on.



Siptah wrote:
taking an empire that has only one or two cities in a single war isn't a problem at all, but larger ones aren't really possible right now

That has not been my experience.  My main run-in with this, I was actually the one being attacked.  Since they were attacking essential units but not a city, it was officially just a skirmish... until I wiped out their war party and drove into their nearest city.  I took the one city, and immediately "Hey, we have no further will to fight, so you have to stop now."


The mechanism, as it stands, works somewhat better for preventing a deliberate offensive war of conquest from going too far, and it pushes that player to prepare thoroughly to grab a maximum amount before the "clock" runs out.  This is more than a bit gamey.   But this mechanism looks far worse when it is applied to essentially defensive situations.

Siptah wrote:
It could give you a chance to continue (for example for -x war support per turn and a grievances with all other players or something similar).

Yes, this is the sort of thing I am in favor of.  And the grievances with all other players actually makes a whole lot of sense -- lots of historical situation where the taking of too much in one conflict moved other countries to take notice in a negative way.

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