(In reference to https://forum.paradoxplaza.com/foru...hat-about-destroying-all-of-carthage.1413598/) [EDIT: just noticed that the thread has a second page, in which @curtadams had the same idea]
It is submitted that, per se, this is WAD. Post-Alexander/Diadochi, the great powers really were never very interested in fighting anyone who seriously could hurt them. Until Caesar's time, even Rome was content with peaceful domination unless provoked.
But this is the point. What the IR design may overlook is the historical manipulation by third parties to provoke such conflicts between the great powers .
Q: what is the common factor that typically brought Rome into conflict with other great powers - such as Carthage and the Seleucids?
A: minor allies - such as Saguntum and Pergamon.
So perhaps the solution to all the referenced problems (of fighting and land-taking) might be found in the introduction of two small historical tweaks to the AI:
(It also might be a less clunky substitute for, or work in harmony with, any additional introduction of a major new "rivalry" mechanic, as is often suggested).
** as literally(!) drawn in the sand when one of the Antiochi visited Rome. (unsure if this is the origin of the "line in the sand" phrase!)
It is submitted that, per se, this is WAD. Post-Alexander/Diadochi, the great powers really were never very interested in fighting anyone who seriously could hurt them. Until Caesar's time, even Rome was content with peaceful domination unless provoked.
But this is the point. What the IR design may overlook is the historical manipulation by third parties to provoke such conflicts between the great powers .
Q: what is the common factor that typically brought Rome into conflict with other great powers - such as Carthage and the Seleucids?
A: minor allies - such as Saguntum and Pergamon.
So perhaps the solution to all the referenced problems (of fighting and land-taking) might be found in the introduction of two small historical tweaks to the AI:
- to the alliance / guarantee system as follows. If a small tag has a CB against it from a larger tag, then
- other larger tags could be incentivized to guarantee them of their own accord; and
- the small tag could get a bonus in procuring alliances with tags larger than itself.
- to peace settlement preferences as follows. All things being equal (claims/AE cost etc) the AI could be tweaked to prefer cutting down the clay of the largest opponent(s) available (doesn't matter if released, transferred to allies, or taken by the deciding tag itself).
(It also might be a less clunky substitute for, or work in harmony with, any additional introduction of a major new "rivalry" mechanic, as is often suggested).
** as literally(!) drawn in the sand when one of the Antiochi visited Rome. (unsure if this is the origin of the "line in the sand" phrase!)
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