![]() Your warmonger score decays at the rate of 0.5 points per turn, unless you did something to increase it the previous turn. You will lose warmonger penalties under the following circumstances: In addition, Cyrus' unique agenda makes him far more accepting of Surprise Wars than other leaders - he actually praises leaders who declare Surprise Wars, and frowns upon those who don't! Conversely, Tomyris' unique agenda makes her particularly hostile towards anyone who declares a Surprise War - more so than other leaders. Gorgo's unique agenda, as well as the random leader agenda Darwinist, disregard warmonger penalties completely! For leaders with these agendas, warmongering is considered a most honorable thing, and worthy of praise, not condemnation! If you happen to have such leaders in your game, you will see no effect on your relations with them no matter how many wars you wage. ![]() There are a few interesting twists to warmonger penalties, which are related to the new leader agenda system. You'll still get warmonger penalties for conquering cities belonging to a civilization that has declared war on you, although they will be roughly 25% smaller than usual. Obviously, it will be impossible to negotiate with this nation anymore, so this penalty will be the last applicable from your campaign against them. In this case there are two possible penalties, depending on whether you choose to keep that city or raze it. When you conquer the last city of a civilization, thus wiping it out.Penalties are applied for each city you acquire, based on occupation score. When you negotiate to acquire a city you've conquered after the end of a war.Since this is an irreversible action, in this case the occupation penalty is doubled. (This has been bugged since the release of Rise and Fall - returning a conquered city will not remove the warmongering penalty for having conquered it.) This penalty may be removed later at the peace negotiations if you decide to return the city. When you conquer a city and keep it (occupy it).You receive this penalty only for initiating a war, not for being the target of one. These penalties are applied under the following circumstances: Warmongering penalties are represented as a negative score affecting diplomatic relations with each leader you've already met. ![]() In some cases, warmonger penalties may be eliminated altogether!ΔΆ4 October 2016 Earning and Losing Warmongering Penalties The various Casus Belli will modify the BWS, and thus all other scores, either diminishing or increasing them. Other city-based penalties, such as razing, are calculated based on this score. if you have a BWS of 12, the occupation penalty will be 6). This one is equal to 50% of the BWS (e.g. Its first and main manifestation is the declaration of Formal War penalty. In fact, all other scores are calculated on the basis of this one. The base warmonger score ( BWS) for the current era.When calculating warmonger penalties, there are two more important numbers that should be kept in mind: Although hardly new ( Civilization V: Brave New World already had quite an elaborate system), warmongering in Civilization VI is a much more subtle and well-developed mechanic. The concept of warmongering describes the perceived aggression of a leader with respect to the other nations, and as such exclusively affects diplomatic relations with the AI players. ![]()
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