Suggestion for making war weariness and resolution better...
Posted: Sat Apr 01, 2023 9:13 pm
A few things I have noticed after many AI test runs is how wars proceed and end. Most of the time the war weariness and progress work like is should but also as often produce results that is not really warranted.
Unhappiness is tied to war wariness which means that an empire receive less income as a war drags on... in my opinion this is fine and is as it should. But, the problem is that it does not take into account if it is even possible to end a war and the willingness of the participants to do so.
Let's take a perfectly viable scenario of when it does not work so well from a simulation perspective.
The vibrant New Terran Federation have a very strong multi cultural economy and fleets. Suddenly they are invaded by the vicious and murderous bug people who destroy and enslave anything in its way. The bugs attack a few outlying colonies before the federation fleet can react. After a few years of fighting the bug fleet are thwarted and many of their ships are littered as trash around those invaded colonies. A campaign is started to liberate the planets from the bugs. But... the bugs seem to have endless amount of resources and are continuously attacking and harassing along the entire perimeter of the shared border space. The war become a war of attrition...
After some years though the huge war weariness of the federation makes the peoples happiness plummet and so does the state income. The federal government can't do anything to mitigate this as the bug people simply refuse to talk and just keep coming... they either kill or enslave every colony they invade and the people still refuse to put up a fight in a hopeless effort of peace that will only come when all of them are either dead or enslaved.
Now... in the game this actually happen, and is not uncommon. As war weariness go up so also does their ability to resist as well. And if the other side is not willing to end the war in any way (you don't have the money to pay them off) it just get worse and worse for the other side as they get into a death spiral.
So... my suggestion is that every war must have some sort of war goal and an actual attacker and defender. War weariness should still remain as is but the penalties must reflect what is going on and who is willing to talk and who is not and how the war effects the civilian population and the populations connection with the state (as regulated by government type). Colonies who changed hand in a war also should be part of any peace negotiation and overall war weariness on both sides should factor into any negotiations.
Loosing a colony to a hated enemy could as much galvanize a society to resist more rather than less. I think that governments should have a much bigger impact on this as well. A republic or Democracy for example are likely to become invigorated and stronger on defence and very quickly upset while on the offence. A military dictatorship should probably suffer much less problem when they decide to attack but also receive very little help when attacked or even suffer internal problems when a war is going badly no matter they attack or defend.
In the end this would simulate a much more nuanced and interesting facet of how the different government functions in the political plane. A dictatorship can work really well as long as it is strong and don't loose wars too badly. More free societies will favour peace and prosperity over war but they will fight tooth and nail to defend that freedom if threatened. This would make it more difficult to expand with military might the more liberal the government type is, as even a successful offensive war would cause issues if it takes too long. While more controlling societies instead face internal rivalry when the pressure mounts on the government maybe resulting in revolts or removal of the dictator etc..
This suggestion is not only about the simulation but also game mechanic wise. This mechanic will some of the time lead to unavoidable death spirals of empires in wars for which I think could be avoided to some degree. In some instances these collapses are warranted but often it is not.
Unhappiness is tied to war wariness which means that an empire receive less income as a war drags on... in my opinion this is fine and is as it should. But, the problem is that it does not take into account if it is even possible to end a war and the willingness of the participants to do so.
Let's take a perfectly viable scenario of when it does not work so well from a simulation perspective.
The vibrant New Terran Federation have a very strong multi cultural economy and fleets. Suddenly they are invaded by the vicious and murderous bug people who destroy and enslave anything in its way. The bugs attack a few outlying colonies before the federation fleet can react. After a few years of fighting the bug fleet are thwarted and many of their ships are littered as trash around those invaded colonies. A campaign is started to liberate the planets from the bugs. But... the bugs seem to have endless amount of resources and are continuously attacking and harassing along the entire perimeter of the shared border space. The war become a war of attrition...
After some years though the huge war weariness of the federation makes the peoples happiness plummet and so does the state income. The federal government can't do anything to mitigate this as the bug people simply refuse to talk and just keep coming... they either kill or enslave every colony they invade and the people still refuse to put up a fight in a hopeless effort of peace that will only come when all of them are either dead or enslaved.
Now... in the game this actually happen, and is not uncommon. As war weariness go up so also does their ability to resist as well. And if the other side is not willing to end the war in any way (you don't have the money to pay them off) it just get worse and worse for the other side as they get into a death spiral.
So... my suggestion is that every war must have some sort of war goal and an actual attacker and defender. War weariness should still remain as is but the penalties must reflect what is going on and who is willing to talk and who is not and how the war effects the civilian population and the populations connection with the state (as regulated by government type). Colonies who changed hand in a war also should be part of any peace negotiation and overall war weariness on both sides should factor into any negotiations.
Loosing a colony to a hated enemy could as much galvanize a society to resist more rather than less. I think that governments should have a much bigger impact on this as well. A republic or Democracy for example are likely to become invigorated and stronger on defence and very quickly upset while on the offence. A military dictatorship should probably suffer much less problem when they decide to attack but also receive very little help when attacked or even suffer internal problems when a war is going badly no matter they attack or defend.
In the end this would simulate a much more nuanced and interesting facet of how the different government functions in the political plane. A dictatorship can work really well as long as it is strong and don't loose wars too badly. More free societies will favour peace and prosperity over war but they will fight tooth and nail to defend that freedom if threatened. This would make it more difficult to expand with military might the more liberal the government type is, as even a successful offensive war would cause issues if it takes too long. While more controlling societies instead face internal rivalry when the pressure mounts on the government maybe resulting in revolts or removal of the dictator etc..
This suggestion is not only about the simulation but also game mechanic wise. This mechanic will some of the time lead to unavoidable death spirals of empires in wars for which I think could be avoided to some degree. In some instances these collapses are warranted but often it is not.