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Issues with Forced Surrender

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4 years ago
Aug 19, 2021, 6:39:40 PM

I kinda like the idea of warscore, and having war support, but in some cases it is a game breaking design flaw. Case in point. I have completely obliterated an enemy that attacked me first. I made demands, they refused. I declared war. I took 2 of their 3 cities, and killed most of their units. War support for them hit 0, while mine was around 30 still. Forced surrender ended the war before I could take their last city. Short time later they claimed a territory on my border, I made a demand, they refused. I declared war, killed all of their units, and conquered the city. However I didn't get enough warscore to actually keep the city. Forced surrender in my victory made me give it back to them. I have repeated this cycle 3 times now. Each time I cannot take the city and keep it. I always have to give that 1 last city back. This makes no sense, and ruins the militaristic gameplay.


If one nation can't conquer another, what is the point of all out war. Historically nations were conquered all the time. It was never forced on them to give one city back to the loser. So why in this game? This is game breaking. For situations where the enemy has more units or cities, it seems to work well, but if the enemy has no units left, and they have lost their last city, forced surrender should mean they are done, out of the game. Historically, genocide has happened (and continues to happen) many many times, so why not in this game?


Please fix this issue.

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4 years ago
Aug 19, 2021, 7:12:20 PM

This is what I mean. They have no units and Iolkos is their last city. I cant raze it or ransack it. I can't end my turn until I accept the Forced Surrender. I have 26 War Support left. It takes 5 turns to ransack, and I'm losing 3 war support per turn. So if I could choose to ignore the surrender, and spend 5 turns ransacking I would have 11 war support left when the city was ransacked, or if I had enough warscore to just take the city in the surrender. But no, I can't do either.

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4 years ago
Aug 19, 2021, 7:22:08 PM

I can second this experience. I got lucky that I was able to take both cities I wanted just as the forced surrender triggered, but I was very confused why I was also being forced to end the war before accruing the war support I would have preferred.


There are many elements of the game (like resource scarcity) that I think are super cool, because they simulate real-world challenges and force you to adapt. But this mechanic doesn't seem to have that real life basis and its definitely a hinderance on the militarist playstyle.

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4 years ago
Aug 19, 2021, 7:36:59 PM

I also just hit that problem, I took faction capital and destroyed their military, they have I think maybe 1 city and a few outposts. Their war support is 0, mine is 100. But I'm forced to sign peace to end the turn, but I can't even get the outposts assigned to their capital. Of the 3 outposts, I can take one. Why even bother then, If I have to repeat the process in the near future? They don't want to fight back, even the games rules (war support) say that. Why should they get the positive (well not really, more like only a slightly negative) outcome of a war?

Updated 4 years ago.
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4 years ago
Aug 19, 2021, 9:25:30 PM

I agree, forced surrender for the losing side is one way to stop players from dragging out a war in order to troll or cripple another player or AI, but I think it should come as a "soft cap" where you take escalating penalties as your people get more and more tired of the war. When winning the war though you should never be forced into peace and should never be required to relinquish control of cities you've already conquered because of some abstract points system.

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4 years ago
Aug 19, 2021, 9:44:00 PM

Also agreeing with Quiter on this.
A soft cap or penalty system for extending a war would be solid.



Even if we have to return some territory, the current point system is far to restrictive.

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4 years ago
Aug 20, 2021, 6:22:42 AM
So ironically you need your opponent to have *more* war enthusiasm for you to be able to conquer them.

There's certainly several quirks that need addressing, but I'd be careful declaring there to be no precedent for behaviour like this.

In fact I'd argue most real world conflicts, result in occupied territory being handed back to its original owner. Not just modern times either, it's a practice that goes all the way back to the medieval period.

What definitely doesn't feel right is that defender's war enthusiasm is being used to curtail the acquisition of war score.
PI games do it much better.
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4 years ago
Aug 20, 2021, 8:58:32 AM

Current system of force surrender is just terrible. Yes, I'm in the same situation lik OP's - I won early war, captured only opponent's city (he have also 2 outposts far away) and destroyed all military units. Now I can't only end war getting nothing except few usless gold pieces. Something changed from beta tests - there was no such extreme issues with force surrender. Shame that I can't make refund, 4X game without possibility to make succesfull war is completly unplayable for me.

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4 years ago
Aug 20, 2021, 9:55:08 AM

I can see the intended design here- especially for MP this will likely work well to avoid player elimination. You will have to fight multiple wars, likely with an intermission in between each, to actually annihilate someone.


The main things that need a little tuning are the numbers. Right now all cities are ~80 and outposts are ~40 with some fudge in there, which seems like an eyeballed estimate rather than a fully tuned system. Not all cities and territories are so similar in value. What they contain should be factored in there, particularly cities are likely to have a pretty wide range of score value depending on whether this is a brand-new city or a heavily industrialized capital with multiple wonders in it. Mega-metropolis capitol should be worth several times more war score than irrelevant border province.

I think it would also be a good idea to steal an idea from Paradox and add a "Claim" system. This would be when one civilization asserts "That is mine." And then the implied "Do not touch or else." This should probably cost influence to do. The obvious use case is to place a claim on unclaimed territory, meaning you plan to make an outpost or city there, and making it harder for someone else to place a claim on that spot (but not actually occupying it yet- they could make an outpost there, ignoring your claim, and giving you casus belli). More importantly it would be possible to place a claim on a territory or city that an enemy has actually already built, costing more influence depending on what it is, how much is there, and how strong their influence/cultural hold over it is. A strong enemy claim will make it much more expensive to place one of your own claims there, but you can still do it.

But if someone else holds a territory that you have a claim over, it creates a demand (that does not go away) you can use whenever, possibly as a justification for invasion. And, most importantly, having a claim will significantly reduce the amount of War Support (war score) needed to claim that territory or city. So, the way this is supposed to work is either before or during the war you use your Influence to pick what stuff you plan on taking. And then when the war concludes you use your War Support to seize those things, as they are now much cheaper in war score than if you had not placed a claim. And, of course, conversely, it is cheaper in war score to seize a territory that they do not have a claim over, than a territory over which they have a strong claim. In fact, if an enemy has an extremely strong claim over a territory, you may need to settle for weakening or removing their claim over it rather than outright annexation as the result of a war.

Claims are also a very powerful diplomatic bargaining chip- either to gain claims or voluntarily relinquish one that is annoying your neighbor, in exchange for diplomatic concessions of course. This also could create interesting situations where multiple players attempt to lay claim the same territory, like Jerusalem. 

In the interest of having streamlined multiplayer, declaring your war goals in advance is probably not a good idea as this is a very time-consuming menu scrolling and clicking process, and creates a time-sensitive situation where the person being declared on must also decide war goals, so that is no good. But just placement of claims and diplomacy around claims does not require a sit-down at the beginning of a war to decide on your war goals and click which areas you plan on taking for that war all at once.


The other point is more of a design flaw, as you pointed out above- perversely the enemy having high War Support can literally make it easier to seize things from them, which seems an unintended side effect of the way the support number is calculated. I think the solution here is not to cap war support at 100, and calculate war score based both on events during the war, as well as war support levels. For example, capturing a large city will increase your war score, but not necessarily increase your war support. You surrender if your war support reaches zero, but it is possible to get an arbitrarily high amount of war score if you kill enough units, ransack, and capture enough stuff if the war goes on long enough. Although the war also ends if their war support reaches zero, which will probably happen if you cause enough havoc. Either way someone's War Support is eventually going to run out, and when it does, you look at the amount of conquest and damage as well as willingness to keep fighting and relative balance of power in remaining strength, to determine how much concessions must be given when surrendering.

Normally a defeated army loses support, and a victorious army gains support. However, there are many cases where it seems logical to do the opposite- for example if you have a claim on a city, and you capture that city, this would result simultaneously in a large increase in your war score (Mission Accomplished!) and also actually a decrease in War Support (we got what we came for, are we done yet?). And conversely a defeated army might lose war score, but actually increase its War Support in some circumstances. War Support representing willingness to keep fighting should definitely be factored in when it comes to calculate how much territory they must cede, but the amount of damage done and the amount of military strength remaining as additional vital factors is clearly better from a practical and authenticity standpoint, as with just one factor, there is an inescapable equality between warfare advantage and warfare extension, which probably should not be the case.

And it isn't even necessarily more complicated if clearly indicated that Killing Stuff raises War Score. And having Your Stuff Ded lowers your War Support.
Updated 4 years ago.
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4 years ago
Aug 20, 2021, 10:20:41 AM

You know that there are "claims" already and those reduce the amount of war score that a certain territory/city costs, while at the same time forcing you to take it if it was the reason for the war in the first place. So, if you want to get as much as possible out of a single war, get demands for several territories first.


While I prefer EU4s system to handle peace deals overall, I must say I really like that you can't cheese the war goal in Humankind - you are forced to take the official war goal in the peace deal and can't just take only other stuff to make the next war for the same goal easier.

Updated 4 years ago.
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4 years ago
Aug 20, 2021, 10:25:18 AM

You can demand a territory, and then if you fight a war, you get that territory. And you don't have a choice. Not exactly the same thing, but I can see why you would be confused.


Placing a claim wherever you want using Influence, which lowers the War Score cost needed to choose to take that territory, while simultaneously the enemy can have claims that make doing so more expensive, has a lot more variation. It is also possible you may be unable to get enough War Score to outright take something, and at the conclusion of a war must reduce the strength of an enemy claim, rather than annex it in one war, so that you can annex it in a subsequent war.

Updated 4 years ago.
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4 years ago
Aug 20, 2021, 10:34:33 AM

What's there currently is quite related on the base, as you get the demands through influence (and/or faith) and you are competing with the opponent's (or multiple opponents') influence and faith spread on that very territory. I get that you want a different system with more flexibility. However, I feel that, as long as the design choice is to have influence and faith spread in the rather abstracted way with distance, trade, harbors etc. but rare manual control, it doesn't fit with the game concept to give a choice to concentrate influence on a single enemy territory just for this. 

Updated 4 years ago.
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4 years ago
Aug 20, 2021, 4:33:24 PM

There are some arguments to be made for how this is useful in MP. I can get that, still not a fan, but that's preference, and others may clearly feel differently. Perhaps having a game setting option that considers the system as is with a few tweaks the MP option, then tweak the system significantly more, including "if you lose all your units/territories" it requires no warscore to take it. Or something, just anything better than the current system for solo games.


I will likely play some MP games over the years. to compare to other 4X games I own, 90% of my time is in solo games. Making a system for MP at the cost of solo isn't worth it in 4X games to me.


Either way, even for MP, the current system has some significant balance issues that need addressed.



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4 years ago
Aug 21, 2021, 6:50:04 AM

I ran into the same problem taking my opponents only city early then not being able to claim it due to low war score in the forced surrender. This thread seems to be getting into more of a debate on the war score requirement but I don't have too much of a problem with not being able to afford the city in a peace deal. It's the forced peace when my opponent hit zero score that I found to be game breaking. I honestly thought was a bug, I think I remember it being brought up as a problem in the beta too. There is a cancel button on the forced surrender screen but you're not able to click it, and you can't go to the next turn without accepting their surrender. It makes no sense that I would be forced to end a war when I still have war support just because my opponent ran out. I could have continued farming militarist stars from battles and maybe even built up enough score to claim the city I took. I wanted to continue moving through their territory as well for exploration. There are plenty of reasons a player would want to and should be able to continue a war they are winning.

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4 years ago
Aug 21, 2021, 1:44:03 PM

I'm in agreement with the point made here, and I've been frustrated after wiping out a bad actor off the continent to be pushed into a forced surrender and then not having enough points to actually keep the cities I've conquered, or raze them. Instead, following my military victory it's almost back to business as usual. I'm not actually forcing surrender. The AI is forcing me to force surrender and then handing back the keys to my defeated opponent. Seeing as it's my war, I'd really like to be able to win it. 

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4 years ago
Aug 21, 2021, 5:29:13 PM

It seems like OP is going to war while their populace (read: Elite aristocracy) doesn't have the stomach for it.  Then when the surrender rolls around, they are leveraging their power to prevent you from taking large gobs of enemy territory (they don't want to spark a new war).


Get your war support up before going to war and you'll have more leeway over how it ends.

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4 years ago
Aug 21, 2021, 5:33:56 PM

I have the war support, it's my opponent that is at zero, I'm not lacking war support, I'm lacking war score to keep the things I took. Enemy hits zero war support, and I am forced to accept accepting their surrender, even though I'm not done.


Exactly what Tennozan says above.

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4 years ago
Aug 21, 2021, 5:37:23 PM

Look at the image in the second post. I have 26 War Support, they have 0. I won, but only have 78 warscore and it costs 80 to take their city. I cannot cancel the Forced Surrender, I am the victor and am Forced to Force their Surrender or I can't end the turn. Which means I killed all their units, and took their last city, and won the war, but despite having War Support, I have to end the war and give them their city back. I repeated this cycle 3 times on the same city against the same enemy.

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4 years ago
Aug 21, 2021, 6:09:06 PM
Azzirahl wrote:

I have the war support, it's my opponent that is at zero, I'm not lacking war support, I'm lacking war score to keep the things I took. Enemy hits zero war support, and I am forced to accept accepting their surrender, even though I'm not done.


Exactly what Tennozan says above.

The war score you can spend is directly influenced by your remaining war support at the end of the war.  If you start with more war support, you'll have more war score with which to demand things from them.  The image you posted looks like you have only ~25 war support.  If you'd had 75 instead, you'd have more options.

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4 years ago
Aug 21, 2021, 7:08:39 PM

The point is the intrinsic issues with calculating concessions this way.


If you and your opponent had a massive global war that left a continent in ruins, and the most you can ever possibly demand is the maximum difference in war score (100 - 0 = 100) then your massive epic conflict boils down to a single city changing hands in the end.


Whereas if you get to 100 war support and then kick the crap out of a border province and its defenders, dropping the enemy's war support to zero, same result.


Or the most pernicious case- there is a war where almost nothing happens. But then eventually one side's war score ticks down, and then actual concessions? Instead of just status quo peace because nothing happened?


War Score and War Support need to be two separate numbers. War Support represents your side's willingness to keep fighting, and nothing else. When one side runs out, it means they cannot fight any longer and must surrender unconditionally. 


War Score represents your accomplishments and damage inflicted during the war, and is the primary basis for concessions. War Support is used to determine when one side must surrender, and War Score is used to cede concessions when that occurs. The attacker should win battles and capture territories, get War Score, and use that war score to force the enemy to cede the captured territories.


It would also be a good idea to add the mechanic of a negotiated or conditional surrender, which could be done before your war support actually reaches zero. This would basically be the same screen as the forced surrender, but where the two sides must agree.

Updated 4 years ago.
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4 years ago
Aug 21, 2021, 7:11:10 PM

War score is your war support + an (to me unknown) amount per each enemy territory and city that you hold. 


I don't know where the maximum is, but I had 250ish a few times. Definitely not 100.

Updated 4 years ago.
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4 years ago
Aug 21, 2021, 7:45:37 PM
ledarsi wrote:

The point is the intrinsic issues with calculating concessions this way.


If you and your opponent had a massive global war that left a continent in ruins, and the most you can ever possibly demand is the maximum difference in war score (100 - 0 = 100) then your massive epic conflict boils down to a single city changing hands in the end.


Whereas if you get to 100 war support and then kick the crap out of a border province and its defenders, dropping the enemy's war support to zero, same result.


Or the most pernicious case- there is a war where almost nothing happens. But then eventually one side's war score ticks down, and then actual concessions? Instead of just status quo peace because nothing happened?


War Score and War Support need to be two separate numbers. War Support represents your side's willingness to keep fighting, and nothing else. When one side runs out, it means they cannot fight any longer and must surrender unconditionally. 


War Score represents your accomplishments and damage inflicted during the war, and is the primary basis for concessions. War Support is used to determine when one side must surrender, and War Score is used to cede concessions when that occurs. The attacker should win battles and capture territories, get War Score, and use that war score to force the enemy to cede the captured territories.


It would also be a good idea to add the mechanic of a negotiated or conditional surrender, which could be done before your war support actually reaches zero. This would basically be the same screen as the forced surrender, but where the two sides must agree.

On point. Nothing more I can really add, you've said everything really.

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