shakee wrote: 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.
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.
The solution I proposed wouldn't look much different from the current system, where a winner would typically scroll down the list and click items until there is no War Score left to spend, with the notable exception that "the receiving Empire is free to refuse a legitimate surrender proposition if they find it lacking", in the case that they are, for example, at 100/100 War Support and do not wish to stop their conquest yet, since they could easily increase their War Score by occupying more enemy cities, and as such be able to force vassalage or claim more territory than before, without changing the game into a "map painting" situation.
If devs are worried about the AI's surrender proposal at 0 War Support being undesirable to players, why not just have the AI make the proposal 1 turn after reaching 0 War Support to allow the winning side 1 turn to make a force surrender decision? It would honestly be more realistic if the AI could recognize when it's time to get out of the war and propose a surrender before 0 War Support, but that's a separate, much larger issue compared to simply not allowing the AI to use a feature (Force Surrender) it shouldn't have access to when it is on the losing side of a war.
I think just allowing the winner to reject a "Forced surrender" at the cost of -5 War support/turn for the Winner who rejects forced surrender and a +5 War support for the loser whose forced surrender is rejected would work. So you can push forward if you want to raze their stuff, but you (probably) won't get more points than you have now.
guys, there is talking just about AI diplomacy, but how about player vs player diplomacy? do you want stupid total anihhilation war like civilization? again?
i think winner can vassalize loser always OR instead vassalization, winner may choose other suff by war score.
guys, there is talking just about AI diplomacy, but how about player vs player diplomacy? do you want stupid total anihhilation war like civilization? again?
i think winner can vassalize loser always OR instead vassalization, winner may choose other suff by war score.
100% Agree. People are complaining about the forced surrender, because they want to stomp Easy AI and feel the power, but they are not thinking about the reverse situation, cuz they never face it. Do you really want the 1 way winning condition of elliminating opponents again? And how do you imagine your game if you are LOSING the war, do you want to get stomped and just leave it?
guys, there is talking just about AI diplomacy, but how about player vs player diplomacy? do you want stupid total anihhilation war like civilization? again?
i think winner can vassalize loser always OR instead vassalization, winner may choose other suff by war score.
100% Agree. People are complaining about the forced surrender, because they want to stomp Easy AI and feel the power, but they are not thinking about the reverse situation, cuz they never face it. Do you really want the 1 way winning condition of elliminating opponents again? And how do you imagine your game if you are LOSING the war, do you want to get stomped and just leave it?
Here's an idea. When a civ is forced to surrender, let the war victor keep what they control. If they have a demand on it, then they get to keep it no penalty. If they do not have a demand on it, give the loser a grievance and give that territory a huge stability/influence penalty.
Works with the grievance/demand system, ensures comp-stomping is still rare to happen, but gives warmongers an actual reward for being good at war rather than giving all their spoils back to the loser.
Here's an idea. When a civ is forced to surrender, let the war victor keep what they control. If they have a demand on it, then they get to keep it no penalty. If they do not have a demand on it, give the loser a grievance and give that territory a huge stability/influence penalty.
Works with the grievance/demand system, ensures comp-stomping is still rare to happen, but gives warmongers an actual reward for being good at war rather than giving all their spoils back to the loser.
If you're giving all the spoils back to the loser after winning a war, it seems more likely that you're doing something wrong in the UI. You should be able to take at minimum a territory or three.
Here's an idea. When a civ is forced to surrender, let the war victor keep what they control. If they have a demand on it, then they get to keep it no penalty. If they do not have a demand on it, give the loser a grievance and give that territory a huge stability/influence penalty.
Works with the grievance/demand system, ensures comp-stomping is still rare to happen, but gives warmongers an actual reward for being good at war rather than giving all their spoils back to the loser.
If you're giving all the spoils back to the loser after winning a war, it seems more likely that you're doing something wrong in the UI. You should be able to take at minimum a territory or three.
If I am occupying 3 or 4 cities, plus all the attached territories, and can only take 1 city and 2 territories on war resolution, then yes I'm basically giving it all back to them.
guys, there is talking just about AI diplomacy, but how about player vs player diplomacy? do you want stupid total anihhilation war like civilization? again?
i think winner can vassalize loser always OR instead vassalization, winner may choose other suff by war score.
100% Agree. People are complaining about the forced surrender, because they want to stomp Easy AI and feel the power, but they are not thinking about the reverse situation, cuz they never face it. Do you really want the 1 way winning condition of elliminating opponents again? And how do you imagine your game if you are LOSING the war, do you want to get stomped and just leave it?
I am not sure how fixing this bug would negatively affect PvP play. At any time, a player can offer another player a Surrender Proposal, and if the receiving player declines a Surrender Proposal, they sacrifice some War Support (which might cost them some of their conquest later, since War Support is one of the main factors in War Score) and give their opponent a War Support boost. The only difference between the current state and the fixed state for this bug is that Forced Surrender does not automatically occur the moment a player, human or AI, reaches zero War Support, immediately ending a war regardless of the state of the winning empire's population's feelings towards that war.
I fail to see how fixing this would lead to a "one way winning condition of eliminating opponents," considering a player still can only keep the amount of territory that can be paid for by their War Score at the end of a war, and players can still throw out surrender proposals of their own volition. If anything it will increase player decision making as they will have to weigh whether declining this surrender now will lead to fewer spoils when the war ends.
Perhaps the +/- for various actions that gain or lose War Support and War Score might need to be balanced in the future to get things just right for PvP to avoid abuse, but that's a completely separate issue from the grayed out Cancel button in every single Forced Surrender screen.
problem with this mechanic is its great. it stops people from snowballing through wars, but the AI is not good enough to conduct battles so, they will always lose to a defensive player on fairly equal grounds because the AI takes fights when it shouldnt, not avoiding rivers or constantly running units into districts and their walls. the AI just loses stacks and stacks of armies that it can easily replace.
fight against another evenly matched player and boom, war score is suddenly amazingly hard to earn because you are going to win some and lose some. as a player you are finally gonna lose battles or not even have battles fought at places that is suitable for you.
Dale_K I am completely with you. It is ridiculous that I am unable to decline a surrender. It is even more ridiculous that I as the clear victor of a battle with overwhelming forces am required to GIVE BACK CITIES I HAVE TAKEN because of some limited arbitrary war support resource.
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 had the exact same thing happen to me but my war support was 100%.
I had conquered all but one of their cities their war support is at 40% mine is at 100% and i cant end the turn cause I am forced to force them to surrender. So i say screw it and conquer their last city that same turn and they are still there demanding to be put back in the game after being fully wiped out.
TL;DR: Even with 93 war support, I'm still forced to accept "SOME" terms to surrender. Why have a cancel button if you don't intend to use it? Enable Cancel and drop your nation's war support when you don't take their surrender.
The guy was rattling sabers as soon as I got close to him. I was fighting another nation and he got in my face. He ramped war support immediately, but didn't attack, just kept harassing. I tried to open a dialogue... that didn't work either. I gave him a city he wanted, because I was forced to... he used it to get to 100 war support within 3 turns. The only way I could get war support was by GIVING him the city which a nation turned vassal had taken. Giving that city up made my people angry. His grievance with the previous nation persisted toward me... but, wow, he was pushy.
So... I massed on my borders, called in all my grievances, and declared war. I took two cities, the one I gave away and another. Now I can only take "one" of those cities after pushing his army back. C'mon. Don't forgive gameplay mechanisms that don't make sense. I would never be forced to take someone's surrender. I needed at least two more turns and I am done with this war. (I created an account just to write this. And this will likely be the first and last post. :D)
Use the gameplay systems already in place! Deeply cut your people's war support each time you don't take their surrender. Seriously. And, why are all these people saying "play the game the way its meant to be played". Well, fie on that. My ideology is science. I want things to make sense. Eff tradition!
I'll just post something along the line of what I've read on reddit regarding this situation over here.
Casus Belli (latin), Proschema (Greek) or a "Cause for war" is an act or event used to provoke war. Causes are needed to rally the people and gather internal supports while at the same time seeking support from your allies.
Then what are your causes for war? This is where the grievances system comes into play. Your influence exerts to your neighbor, culturally converting said territory into your culture? You get a grievance, "Are they oppressing your people?". Ok, maybe they aren't rrally oppressing them, but 12 turns later civic osmosis occurs, but your neighbor refuses to adopt your civics even though most of their people are of your culture? You get a grievance for "Refusing to accept civics osmosis". Your religion spreads to your neighbour, but they refuse to let their people practice your religion? They are "oppressing the faithful". Your culture worship your religion like fanatics, but your neighbir doesn't follow the same religion as you? Your people think "HOW COULD THEY DO THAT THERE IS ONLY 1 TRUE FAITH" and now you gain a grievance to force them to make your religion theirbstate religion. You built a city, but someone claimed a territory next to you? They "claimed a territory near your border" grievance triggers amd so on, you get the idea. There are mamy ways to gain a grievance, from civics, from yields like influence and faith, from them attacking your units, from expanding next to you, from blocking your trade, or even from "stealing my independent people" which I fimd pretty funny, but yeah THESE are your causes for war, your grievances against another nation.
If they didn't comply? You gain war support. Your people are getting pissed at said nation and when war support hits 80, it is finally time our nation stay silent on those matters no longer, and war can be declared.
Now, say that you occupied a lot of their cities and won many battles, your war score is 100 and theirs, 0. The nation you are fighting, even if the rulimg class still wants to keep fighting, their people don't want to anymore, and thus they finally surrender. All those grievances YOU demanded on them will be solved. They change their state religion/ accepts your treaty for open border/ give you the territory next to your city/ give back your independent people/ give you the territory with a natural womder you founded first/ give you the territory of your culture, whatever your grievances you demanded were YOU will get it. Then there are some war scores left and you can use those to ask for more stuff since they didn't comply with you at first and has to resort to declarimg war. Maybe you wamt some more territory/city. Maybe you don't want any more territory, they will then give you reparations in gold. If your war support were at 30 and theirs 0, well you still won, and thus you get every grievamces you demanded from them, it's just that your people are also tired from the war and now you can't really demand more territory that what you asked for with your grievances, but at least you still get some gold as war reparations.
"But this is historically inaccurate"
Cmon. The american civil war, even with constant hostility, only started when the confederate attacked Fort Sumpter (attacked my unit or outpost?). The Great War started because a nationalist boi shot an archduke (killed my nation's to-be-king). The Second World War started when Herr Hitler invaded Poland under the casus belli of the Gleiwitz incident where the Nazi regime staged an attack on their own radio station, claiming the polish did it (attacked my stuff?). The 2nd Opium war started under the casus belli that the Chinese executed a French missionary (attacked my unit?, oppressing the faithful?).
"But the Hun and Goths didn't care and raided people time and time again" "What about the Mongols under the great Khan?"
There are reasons why those culture are militarists. When picking a culture in Humankind, I think of it not as transforming from the Chinese into Romans, but as a cultire inspired by them under their name because how else are you going to identify the culture? Militarists defy the rules of war and need mot a cause or justification for war. If what you want is to rofl stomp people with conquest and care not for the diplomacy game, pick militarists cultures. It's not jist militarist cultires too. Expansionists are also geared for war, except that they do it in a roumd about way. Walking into others territory amd comverting their administrative center/outposts is a good way to get yourself to provoke a war. You even get their territory without having to shed a single blood with their ability which brings me to another part.
The contemporary does not have militarist culture. This is because humans have evolved so far both technologically and ethically. After the catastrophe that is the 1st and 2nd world war, it just shows us how deadly warfare has become. People think no more about purely building a statue for the divine beings and burning cities for gold, but more about themselves living to see another day and living happily. Which is why you no longer see a nation declaring war on another because "lol u suck I wamt ur silk farm now gimmi" or "ur people smelly and u look kinda annoying so ima wipr u off the dace of Earth" or "2000 years ago you said my ancestors face looks like a bagdl so now I will take all of your land". Like I mentioned before, even a ruler with a purpose of "eradicating the entire race" don't just go and declare war usinf that as an excuse. Diplomacy isn't easy, if you want a war while not being a militarist culture, you have to play the diplomacy game. Lure them out to attack your units, produce a lot of influence and/or faith, attack their units, find some excuses. Sometimes opportunity presents itself to you, sometimes you will have to seek it. Unfortunately there are no espionages right now so the diplomacy table is lacking a lot of pieces.
Ultimately, you can still declare surprise wars.
But then why would your people takes up arms and risk their lives? After the war they go back to their homes, and what? With a deformed face and a torn arm? Your people gain nothing. YOU gain their territory, not your people. The war reparation goes to YOU not to their pockets. Grievances are there for your people to fight for what they believe is right and they are ready to risk their lives for it.
I'm not telling you to roleplay and believe 100% of your grievances to be true. You declare war wanting their territory under the guise of liberating your people or whatever, its just that if you want a lot from the war, build up your grievances. Why would your people fight? If you have more war score left when they surrender, sure ask for more territory, but if your war score is low, does it not mean that it is also tiring for your people if you lose your war score from losing units? If you barely advance at all, why would your people risk their lives in a war if it doesn't look well? You gain war score from occupying territories amd winning battles to show your people you are fighting for a cause and fhat we will win this war. If you are too lazy for diplomacy then pick a militarist or expansionist cultures.
HUMANKIND is a game where you lead your people, to see how far you can push mankind, not a war strategy game for you to eradicate a culture because you want their land. I believe a lot of people who enjoy war strategies will like this game because their battle system is unlike any other system and I think that is amazing, but you have to remember. It is NOT a war game, it is a game where you lead your people, to greatness or to damnation none can tell.
Nevertheless, I think war score should depend on the size of your battle, but that can be polished over time. The game isn't perfect, it's got a lot of bugs and flaws, but what game is perfect? HUMANKIMD has just been out for 2 weeks, given time I am certain it will become an amazing game. If you still want to solve everything with military might and commit unjustified wars and genocides and just stomp on everyone, wait for a mod to come out, I am certain someone will make it happen, but I ask of you to be understanding. HUMANKIND is a game where you lead your people, and mankind, to greatness. A game where you have to think about your actions and its consequences. In my humble opinion, I believe getting what you want while having the support of your people and not solve everything with pure force is definitely one of the traits of a leader fit to push mankind to its greatest extent.
Apologize for English if there were any mistakes.
I did not intend to insult, mock, or provoke anybody, just some thoughts on the matter. I hope all of you still enjoy this masterpiece even as it is now.
The worst part is the bug with your units getting locked in the enemy territory and dying after the enemy force his surrender
I found this to be the most frustrating issue until I figured out that I had to direct the unit out of the enemy territory. I wish there was a tooltip to notify us that we needed to leave that territory immediately. It was only after trial and error that I figured it out.
I'm, pretty tired of the "snowballing" excuse , why should players be be prevented from snowballing ? they put in the time resources and strategy to set them selves up for this strategy. so why should they be denied ? part of the fun of 4x game is controlling a devastatingly strong army. yet for some reason others have determined that snowballing is not fun, and should be prevented to keep other players from . enjoying the fruit of their efforts.
one of the 4s in a 4x stands for exterminate, if a player has placed the necessary resources, time, and economy to build an army capable of eliminating a threat Then They Are Playing The Game as its Meant to be PLAYED !!. If they execute their startegy properly they should be rewarded rightfully so .. and if thats snow balling then so be it ... the player Earned it .
the excuses for war support representing the people is another terriblle excuse . especially when the ai can attack you, not even knowing of you and have over 80% war support. even after loosing the battle.
yet you who now posses a grievance can only muster 40% ?? and you was the one that was wronged ...
so no this war support mechanic is hardly a good mechanic combined with the ops' issues it makes for some pretty poor games ,
personally i am releived that in some games i do so well that i dont have to worry with the war support mechanic at all
but in those games where i have to struggle, it just sours the entire experience.
Dale_K I am completely with you. It is ridiculous that I am unable to decline a surrender. It is even more ridiculous that I as the clear victor of a battle with overwhelming forces am required to GIVE BACK CITIES I HAVE TAKEN because of some limited arbitrary war support resource.
There are rules that governs the game. Either you heed the rules for a given mechanic or you don't (and cheat).
Considering the massive flag for a simple game mechanic it is humorous. For you, any game where rules forbids you to do something is probably total sh*t.
Exactly what games are you playing in addition then? Chess? Not possible, because the king can only arbitrarily move one step in each direction. The Horse? It's a horse, why should it move like it moves - totally arbitrary. Any other Game? Probably also not possible because everything is arbitrary if it's not to your liking.
chaos4u wrote:
I'm, pretty tired of the "snowballing" excuse , why should players be be prevented from snowballing ? they put in the time resources and strategy to set them selves up for this strategy. so why should they be denied ? part of the fun of 4x game is controlling a devastatingly strong army. yet for some reason others have determined that snowballing is not fun, and should be prevented to keep other players from . enjoying the fruit of their efforts.
one of the 4s in a 4x stands for exterminate, if a player has placed the necessary resources, time, and economy to build an army capable of eliminating a threat Then They Are Playing The Game as its Meant to be PLAYED !!. If they execute their startegy properly they should be rewarded rightfully so .. and if thats snow balling then so be it ... the player Earned it .
the excuses for war support representing the people is another terriblle excuse . especially when the ai can attack you, not even knowing of you and have over 80% war support. even after loosing the battle.
yet you who now posses a grievance can only muster 40% ?? and you was the one that was wronged ...
so no this war support mechanic is hardly a good mechanic combined with the ops' issues it makes for some pretty poor games ,
personally i am releived that in some games i do so well that i dont have to worry with the war support mechanic at all
but in those games where i have to struggle, it just sours the entire experience.
Steamrolling is not fun against the AI because it cannot handle it. It's like playing soccer against elementary school kids and boasting of your 30:0 win. Fun, huh?
If it was you on the receiving end, you would like to have it. But then again you would not care, because restarting the game is so easy if you know you have a strong opponent which you cannot steamroll and have to struggle.
Steamrolling is not fun against the AI because it cannot handle it. It's like playing soccer against elementary school kids and boasting of your 30:0 win. Fun, huh?
If it was you on the receiving end, you would like to have it. But then again you would not care, because restarting the game is so easy if you know you have a strong opponent which you cannot steamroll and have to struggle.
I have little interest in whether or not we can steamroll the AI as there will always be ways to outperform them, they're AI. Multiplayer on the other hand...
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