How Long Does Warmonger Penalty Last: Understanding the Consequences of Aggressive Gameplay

Are you tired of being penalized for going to war against other civilizations in Civilization VI? Do you want to know how long it will take for your warmonger penalty to disappear? Look no further. This article has got you covered!

The warmonger penalty is a major concern for many gamers as it hinders their ability to establish diplomatic relationships with other civilizations. The good news is that the length of the penalty depends on the severity of your actions and your overall relationship with the civilization you attacked. If you only capture one city and make peace immediately, your penalty will only last about 10 turns. However, if you continue to wage war and capture more cities, your penalty will increase, and it can take up to 70-80 turns to dissipate.

It’s important to note that the effects of the warmonger penalty can be mitigated through the use of certain policies and diplomatic actions. For example, using the “Liberation” policy can reduce the penalty for liberating a city from another civilization. In addition, making alliances and sending aid to other civilizations will boost your standing with them and reduce the impact of the penalty. So, the next time you go to war in Civilization VI, keep these tips in mind to minimize the impact of the warmonger penalty and come out on top.

What is the warmonger penalty?

The warmonger penalty is a mechanic in the game Civilization VI that penalizes players for starting wars and conquering cities. It was added to the game as a way to discourage players from being too aggressive and to encourage more diplomatic gameplay.

When a player declares war on another civilization, they will receive a warmonger penalty. The size of the penalty depends on a number of factors, such as the scale of the war (i.e. how many cities are conquered), the severity of the fighting, and the overall strength of the civilization being attacked.

If a player conquers a city, they will receive an additional warmonger penalty. This penalty is based on the population and age of the city, as well as the number of cities already conquered by the player. The more cities that are conquered, the higher the penalties will be.

The warmonger penalty can have a number of negative effects on a player’s game. Other civilizations may become less friendly towards them, and may be more likely to declare war themselves in retaliation. The player’s own citizens may also become less happy with their aggressive actions, leading to decreased productivity and other negative effects.

How is the warmonger penalty calculated?

War is an inevitable aspect of Civilization VI – and while it can be a necessary means of self-defense or expansion, it often comes with consequences. One of the most significant consequences is the warmonger penalty. In this subsection, we will explore how the game calculates this penalty when you go to war.

  • Base Warmonger Penalty: Every player in the game has a warmonger score that goes up every time they declare war. The base penalty is the warmonger score of the target civilization multiplied by a constant factor specific to the era you’re in. For example, in the Ancient era, the base penalty is 100% of the target civilization’s warmonger score, while in the Industrial era, it drops down to 35%. Note that the target civilization’s warmonger score is halved if they declared war on you first.
  • Occupation Penalty: If you occupy one of the target civilization’s cities, you’ll get an additional warmonger penalty. The calculation of this penalty depends on how long you’ve occupied the city, whether you plan to keep it, and whether the city is on a different continent than your capital.
  • Population and City Penalty: The larger the target city’s population, the larger the warmonger penalty you’ll receive. In addition, if the target civilization offers you a peace deal with one of their cities, taking the city will incur a larger penalty because it shows you are clearly disregarding their sovereignty.

Other factors that can affect the warmonger penalty include your actions towards City-States, whether you have justified cause to go to war, and the global opinion of your actions. Keep in mind that warmonger penalties can stack up, so constant warfare can result in severe consequences. As with many other aspects of Civilization VI, careful planning and diplomacy is essential to navigate the choppy waters of war without riling up the entire world against you.

In summary, the warmonger penalty is calculated based on a variety of factors, including the target civilization’s warmonger score, the era you’re in, whether you occupy a city, the city’s population, and the offer of peace deals. Civ VI makes it clear that waging war is not something to be taken lightly, and players who plan on conquering their way to victory should be mindful of the consequences.

How long does the warmonger penalty last for a minor civilization?

When it comes to minor civilizations, warmonger penalties tend to last shorter than they do for major civilizations. This is because minor civilizations are often weaker and have fewer resources to defend themselves. As a result, players are less likely to receive a significant warmonger penalty for declaring war on a minor civilization, especially if the civilization in question is disliked by other major civilizations.

  • In general, warmonger penalties for minor civilizations tend to last around 25 to 30 turns.
  • However, if the player has previously declared war on other minor civilizations or has a particularly aggressive track record, the penalty may last longer.
  • On the other hand, if the player has positive diplomatic relations with other major civilizations, the warmonger penalty may be reduced.

It’s important to note that warmonger penalties can have significant consequences for a player’s overall strategy, especially if they are trying to win through diplomatic means. If a player is seen as too aggressive or untrustworthy, other civilizations may refuse to cooperate or form alliances with them. Additionally, players who have incurred significant warmonger penalties may also face increased hostility from AI-controlled civilizations.

To avoid long-lasting warmonger penalties, players should approach declaring war on minor civilizations with caution and only do so when it is absolutely necessary for their overall strategy. Additionally, players should strive to maintain positive diplomatic relations with major civilizations to reduce the impact of warmonger penalties.

Factors that can affect the duration of warmonger penalties for minor civilizations:
Previous history of declaring war on other minor civilizations
The player’s overall diplomatic relations with other civilizations
The strength and resources of the minor civilization in question
The opinions of other major civilizations towards the minor civilization

In conclusion, warmonger penalties for minor civilizations generally last around 25 to 30 turns, but can be longer depending on a player’s history and diplomatic relations with other civilizations. As with all strategic decisions, it’s important for players to carefully weigh the potential risks and benefits of declaring war on a minor civilization before taking action.

How long does the warmonger penalty last for a major civilization?

Warmongering in Civilization VI refers to taking aggressive actions against other civilizations. This includes declaring war, capturing cities, and razing them to the ground. When a player engages in such actions, the game penalizes them by increasing their warmonger score. The higher the score, the more other civilizations will view the player as a threat and react accordingly. The warmonger penalty can be a significant obstacle to achieving a diplomatic victory and can lead to other civilizations actively seeking to attack the player.

  • Minor Civilization: If you attack a minor civilization with just one city, you will receive a small warmonger penalty. This penalty lasts for 20 turns.
  • Major Civilization: If you attack a major civilization, you will receive a significant warmonger penalty. This penalty lasts for 50 turns.
  • Eliminating a Civilization: If you eliminate another civilization, the warmonger penalty is more severe. This penalty lasts for 100 turns.

It is essential to note that the warmonger penalty is more severe when the player attacks a civilization that is not disliked by other civilizations. Therefore, it is essential to take care not to become a target of the world community’s wrath. Additionally, the penalty decreases over time, as long as the player does not engage in further aggressive actions. Therefore, players can recover from warmongering and return to the world’s good graces.

To avoid the warmonger penalty, it is essential to consider the political ramifications of aggressive actions and only engage in them with careful consideration. Diplomatic actions such as making alliances or signing peace treaties can significantly reduce a player’s warmonger score. Additionally, cultural policies and great people can influence a player’s warmonger score, both positively and negatively. Therefore, players should always be mindful of their actions and their ramifications, both politically and culturally.

Warmonger Score Major Civ Penalty
(turns)
Minor Civ Penalty
(turns)
Eliminate Civ Penalty
(turns)
0-25 13 4 27
26-50 20 8 40
51-75 33 13 67
76-100 50 20 100

The above table shows how long the warmonger penalty lasts relative to the player’s warmonger score. As a rule of thumb, it is best to keep the warmonger score as low as possible to avoid attracting unwanted attention from other civilizations.

Overall, warmongering can be a dangerous game, but it can be necessary to take aggressive actions to achieve certain victory conditions. As long as the player is mindful of the political and cultural ramifications of their actions, they can mitigate the effects of the warmonger penalty and emerge victorious.

Can Warmonger Penalty Affect Diplomatic Relations with Other Civilizations?

Warmonger penalty refers to a negative score that a civilization receives when they declare war or capture a city. This penalty can last for several turns and even affect diplomatic relations with other civilizations.

  • Loss of Trust: When a civilization has a warmonger penalty, other civilizations are less likely to trust them. They will be less likely to make agreements or share information with the civilization that has the penalty.
  • Increased Hostility: Warmonger penalties can cause other civilizations to become more hostile towards the offending civilization. This could result in future wars or reduced trade opportunities.
  • Alliance Difficulties: If a civilization with a warmonger penalty wants to form an alliance with another civilization, they may find it more difficult. Other civilizations may be less likely to form an alliance with a civilization that they do not trust.

The severity of the warmonger penalty depends on the actions of the offending civilization. This can include the number of cities captured, the number of units lost, and the number of units killed. The penalty can be reduced over time, but it will take several turns for it to go away completely.

It is important for civilizations to consider the warmonger penalty before declaring war or capturing cities. While it may be necessary for them to do so, it could have long-lasting effects on their diplomatic relationships with other civilizations.

Severity of Penalty Effect on Relations
Minor Decreased Trust
Moderate Increased Hostility
Major Alliance Difficulties

Overall, warmonger penalty can have significant effects on the diplomatic relationships between civilizations. It is important for players to consider the potential consequences before making any aggressive moves in the game.

Is there any way to reduce warmonger penalty?

The warmonger penalty can greatly affect a player’s standing with other civilizations and impact their diplomacy options. Fortunately, there are ways to reduce the penalty and mend relationships with other civilizations:

  • Make peace: This may seem obvious, but the first step to reducing a warmonger penalty is to make peace with the civilizations you have been at war with. This shows that you are willing to negotiate and can lead to improved relations in the future.
  • Apologize: Civilians value apologies and admitting wrongdoing can help to reduce the warmonger penalty. This can be achieved through diplomatic options such as sending a delegation or offering gold as reparations.
  • Trade: Offering to trade resources or luxury goods with a civilization can improve trade relations, which may reduce the impact of a warmonger penalty.

It’s worth noting that the warmonger penalty will decrease over time, so players can opt to wait it out until they gain back their positive standing. However, if players are in urgent need of improving their relations, using these methods can show their civility and willingness to find common ground.

Below is a table that shows the impact of moderate and severe warmonger penalties on diplomacy options:

Penalty Level Moderate Severe
Alliance No No
Declare Friendship No No
Open Borders No No
Denounce Yes Yes
Formal War Yes No
Trade Yes No

Understanding the impact of warmonger penalties is vital for players to maintain a strong diplomatic standing and avoid potential conflicts in the future. By using the methods mentioned above, players can reduce the penalty and improve relationships with other civilizations.

How does the warmonger penalty impact cultural victory?

When playing Civilization VI, it is essential to keep in mind that the warmonger penalty can have a significant impact on your overall success in the game, especially if you are striving for a cultural victory. Here are some ways in which the warmonger penalty can affect your cultural victory:

  • If you go to war, conquer another civilization’s cities, and kill their units, you will receive a warmonger penalty, which will affect your overall diplomatic relations with other civilizations.
  • If you have a high warmonger score, other civilizations may refuse to trade with you, making it challenging to acquire the resources needed for a cultural victory.
  • As your warmonger score increases, other civilizations may begin to see you as a threat. They may form alliances to protect themselves, making it difficult to conquer their cities and achieve a cultural victory.

To minimize the impact of the warmonger penalty on your cultural victory, you can try to keep your military campaigns to a minimum. If you do go to war, try to focus on defensive campaigns and only take over a few cities to secure your borders. Additionally, you can work on improving your diplomatic relations with other civilizations by offering them gifts, helping them in emergencies, and avoiding backstabbing them in the game.

It is also essential to keep track of your warmonger score throughout the game. You can view your score by going to the “Diplomacy” tab and clicking on the “Global Relations” tab. Monitoring your score will help you identify potential problems early and allow you to adjust your gameplay to minimize the impact of the warmonger penalty on your cultural victory.

Warmonger Score Effect on Relations
0-2 No effect
3-5 Minor negative effect
6-8 Significant negative effect
9+ Extreme negative effect

In conclusion, the warmonger penalty can have a significant impact on your cultural victory in Civilization VI. To minimize its effects, you should keep your military campaigns to a minimum, work on improving diplomatic relations with other civilizations, and keep track of your warmonger score throughout the game.

How does the warmonger penalty impact science victory?

The warmonger penalty applied in Civilization VI can make pursuing a science victory a challenging task. Here’s how:

  • Science victories require players to focus heavily on technological advancement, which takes up a lot of resources and time. When you engage in war or capture territories, it distracts players from dedicating resources to research, slowing down their scientific progress.
  • Warmonger penalties can result in decreased diplomatic relations with other civilizations. Suppose the player is heavily focused on scientific progress and sharing technology with allies. In that case, any drop in diplomatic relations can have adverse effects on their ability to make allies and work towards mutual objectives.
  • Often, playing the more aggressive game leads to delayed technological advancement, which ultimately slows down science victories. With the penalties of warmongering, players may find themselves focused less on science and more on the repercussions of declaring war and taking aggressive action.

On the other hand, military conquests can have strategic benefits, such as capturing key resources or territory to boost science victory efforts. However, players must carefully weigh risks and rewards and try to minimize the impact of the warmonger penalty.

Warmonger Event Points Added to Warmonger Penalty
Declaring War ~10
Capturing A City ~12
Killing a Unit ~3 per unit

While conquering territories can provide players with strategic advantages, the warmonger penalty system will always be a balancing act between the risks and rewards of military conquests versus scientific advancement. Players must find ways to mitigate the penalties and balance their actions to pursue a science victory successfully.

How does the warmonger penalty impact religious victory?

Religion is a crucial aspect of civilizations in Sid Meier’s Civilization VI. It provides an extra layer of depth and decision-making that heavily affects the gameplay. The warmonger penalty is a significant factor that can directly impact a religious victory.

  • If a player aggressively conquers and takes over a Holy City, they will receive a hefty warmonger penalty. This penalty will significantly impact the player’s relationship with other civilizations, particularly those that follow the captured religion. Other civilizations that follow the captured religion will no longer see the player as a potential ally in their religious quests. Instead, they are more likely to denounce the player and work towards stopping them from winning a religious victory.
  • On the other hand, if a player is the victim of a religious war, they will not receive a warmonger penalty. This means that defending a Holy City and winning a religious war is a viable strategy to pursue a religious victory. However, taking over a Holy City without a formal declaration of war will still earn the player a warmonger penalty.
  • Lastly, players can mitigate the warmonger penalty by liberating captured cities or returning a conquered Holy City to the original civilization that founded it. Liberating a city will not only reduce the warmonger penalty but also significantly improve the player’s relationship with the civilization in question. However, it’s worth noting that if the conquered city was originally founded by the player, they will still receive a warmonger penalty even if they liberate it later.

In summary, the warmonger penalty is a significant factor that impacts religious victory in Civilization VI. Players should carefully consider their actions and weigh the potential cost of warmongering against the benefits of conquering a Holy City. A smart player can use the warmonger penalty to their advantage and even turn a negative situation into a positive one by liberating captured cities and forming alliances with civilizations that share their religion.

Warmonger Penalty Action Percentage Increase to Warmonger Penalty
Conquer a City +50%
Conquer a Capital +100%
Declare Surprise War +100%
Conquer a Holy City (non-war) +100%
Conquer a Holy City (formal war) +50%
Liberate a City -100%
Return a Holy City -50%

The table above shows the different actions that impact the warmonger penalty and the percentage increase to the penalty. Players should use this knowledge to make informed decisions and minimize the warmonger penalty whenever possible.

How does the warmonger penalty impact domination victory?

The warmonger penalty is a game mechanic in Civilization VI that negatively impacts a player’s relationship with other civilizations when they engage in aggressive actions, such as declaring war or capturing cities. The penalty can make it difficult to maintain alliances and trade routes, and it can also impact a player’s ability to achieve a domination victory.

  • Players must carefully balance their warmongering actions with their other diplomatic efforts if they want to achieve a domination victory.
  • Players who focus solely on military conquest may find themselves isolated and unable to win the game.
  • However, players who never engage in military conquest may also struggle to win the game, as they will be at a disadvantage when it comes to controlling territory and resources.

To successfully achieve a domination victory, players must strategically use military force to expand their empire while also maintaining good relationships with other civilizations. This may involve making temporary alliances, offering gifts and favors, and avoiding excessive warmongering penalties.

It’s also important to note that the warmonger penalty is not permanent. Over time, the penalty will decrease, and players may be able to repair their relationships with other civilizations. However, this can take quite a while, and it may impact a player’s ability to achieve a certain victory type, depending on the length of the game and the severity of the penalties.

Warmonger Penalty Severity Duration of Penalty
Minor 20 turns
Major 40 turns
Severe 80 turns

Players should also be aware that warmonger penalties can vary in severity depending on the situation. For example, declaring war on a civilization that has already been conquered by another player may result in a lesser penalty than declaring war on a civilization that has been left alone up until that point.

In conclusion, the warmonger penalty can have a significant impact on a player’s ability to achieve a domination victory in Civilization VI. Players must strategically balance their military conquests with other diplomatic efforts and work to repair relationships over time to avoid the negative effects of the penalty.

How Long Does Warmonger Penalty Last: 7 FAQs

Q: How long does warmonger penalty last in Civilization VI?
A: The duration of the warmonger penalty in Civilization VI depends on the severity of the aggression and the era the aggression happened in.

Q: Does the warmonger penalty stack over time?
A: Yes, the penalty will stack if the player continues to engage in aggressive behavior and declare successive wars.

Q: Can warmonger penalty be reversed?
A: Yes, it’s possible for the penalty to decrease over time if the player exercises diplomacy and trades, or by liberating cities and releasing captured units.

Q: How does warmonger penalty affect diplomacy?
A: Warmonger penalty will cause other civilizations to view the player as a threat, which can lead to denouncements, broken alliances, and decreased trade opportunities.

Q: Is there a way to avoid warmonger penalty altogether?
A: It’s impossible to avoid warmonger penalty entirely since military conflicts are a part of the game, but it can be minimized by only attacking civilizations that have declared war or by liberating cities instead of conquering them.

Q: Can warmonger penalty affect victory conditions?
A: Yes, warmonger penalty can affect victory conditions like diplomatic and cultural victories, since it affects how other civilizations view the player.

Q: Does warmonger penalty apply to all civilizations equally?
A: No, different civilizations have different agendas, and some are more prone to aggression than others. The penalty will depend on who the player is at war with and which civilizations are in the game.

Closing Thoughts

We hope this article was able to answer your questions about how long does warmonger penalty last in Civilization VI. Remember, warmonger penalty can affect your diplomacy and victory conditions, so it’s important to find a balance between military and diplomatic actions. Thank you for reading, and we invite you to come back for more gaming tips and tricks later on.