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  • #91
    I didn't see anyone else mention this (maybe I missed it ?) So I'm going to bring up this point:

    One thing that bothers me about Civ 3 that could be done better is the ability (or lack of) to see the TRUE attitude of nations towards each other. You can see if they are at war or not. But I want to know if the Romans are angry with the Koreans or if they are life long allies.

    Which brings up another point:
    Diplomatic relations should change over time and sway back and forth or have the occasional flare one direction or another due to some sort of international incident but I tire of having nations pair up declare war fight for a while then literally attack the nation they had allied with just a bit before or pair up with the country they were just fighting with to attack the player. It seems to happen more times than warrants the odd out situation that might happen.

    I know this point has been made before but I feel it cant be stessed enough that we should be able to ask nations to cease aggression against OTHER nations. OR ask them to increase aggressions towards other nations.

    I think that if you should be able to form brotherly bonds in the game. Real world example: America and Britain. It would take a heck of a lot for us not to be allies now days. I can't see in the forseeable future us not giving each other 100% if the other was threatened. Relationships like that should be possible in the game. Right now it seems like no matter how much you "give" to another nation thru out the ages it can turn on you in an instant. For example, a game I'm playing right now France was getting stomped by the Romans and asked me to join in a war against them so I did. I went to war with the Romans and captured back all the french cities that france has lost. I GAVE the french cities back to france (ALL OF THEM) (Imagine liberating French cities eh Anyway, a mere 20 turns later and France is just as grumpy with me as anyone else. (What gives ? ?)

    Also when A nation turns grumpy with you, there needs to be better explanation as to WHY the nations attitude towards you has begun to sour. What have I done wrong ? And then give me the opportunity to fix it before the nation "hates" me . ..

    (Honest you can send in your weapons inspectors!) haha

    Thats part of my 2cents

    Comment


    • #92
      Trading Wonder abilities.

      ie i let you have the benfit of my Pyramids if you let me have the benefit of The Great Wall (not a good example).

      On the principle you should be able to trade anything.

      Also allows smaller nations to merge in the late game to remain competitive, in a slightly different manner.

      Of course you could bully this out of smaller states, but in that case, you could just take it of them. Maybe a late game only diplomatic option.

      Comment


      • #93
        Originally posted by Fosse
        I don't like the idea of limiting the number of people you are talking to at all. Simply making communications last more than one turn (like MP does with another player in Civ III) would solve both issues you brought up, Vlad.
        True. I did say that delaying communication round-trip time was perhaps the only thing MOO3 got right. Maybe it is the only thing. (OK, the aliens themselves in diplo were cool. But that doesn't count. )

        (Sorry for not responding. Maybe I should have waited until after taking a week-long vacation to post that. )
        oh god how did this get here I am not good with livejournal

        Comment


        • #94
          7th months in the making, and I have a small update to put up. Download the .doc to view the changes.
          Attached Files
          However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

          Comment


          • #95
            Originally posted by The pirate
            Trading Wonder abilities.

            ie i let you have the benfit of my Pyramids if you let me have the benefit of The Great Wall (not a good example).

            On the principle you should be able to trade anything.

            Also allows smaller nations to merge in the late game to remain competitive, in a slightly different manner.

            Of course you could bully this out of smaller states, but in that case, you could just take it of them. Maybe a late game only diplomatic option.
            What would be the IRL justification for this?

            Comment


            • #96
              thank you for updating, TechWins- I'll look at it over the next several days!
              -->Visit CGN!
              -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

              Comment


              • #97
                I wanted to throw a few ideas into the mix..

                Summary Of Points

                *Introduce possibility of peaceful expansion through unions. i.e. a Civ of similar culture or religion may choose to join yours provided you're wealthy, have lots of culture, a good reputation, etc.

                *Vassal States (see below)

                *Surrender (a civ may elect to surrender in war and serve as a vassal state for a fixed period)

                *Trading Territory allowed as part of peace negotiations

                *Wars Of Liberation (citizens retain their nationality even after their civ ceases to exist. If you were to later capture a city with a majority of such citizens you could 'gift' it back to the original civ, thus raising it from the dead.)

                Details

                Union -
                new alliance type in treaties. In affect a merging of civs. Mostly likely to occur between civs of similar culture and geographic location. Also most likely to occur between smaller and weaker civs. A poorer civ is more likly to accept an offer from richer one than vice-versa.

                Trading Territory
                you could ask a neighbouring civ to give you a few squares if they own in exchange for units, money, tech etc. This should be allowed as part of peace negotiations.

                Vassal States
                An option in peace negotiations. You can demand that a civ 'surrender' be your vassal (for 20 turns) in return for a peace treaty.

                You would have a full ROP over vassals and control it's diplomacy, who it fights and who it doesn't fight. You also automatically get any strategic resources that the vassal has as surplus that you don't have.

                At the end of the vassalage the possible options for the civ are A) becoming fully independent (but perhaps sweetening the deal by agreeing to an alliance, or ROP with your civ), B) continuing as a vassal for another 20 turns, C) merging with your civ to form a union, D) war (assuming none of the above could be agreed)

                Wars Of Liberation
                you should be able to 'liberate' civs that were previously conquered. Such civs would in affect be raised from the dead. The civ must still have a majority population of the old destroyed civ. Such a state would automatically be your vassal for 20 turns and thereafter have the usual choices that face a vassal state on the expiration of it's vassalage.

                Comment


                • #98
                  For trading . . .

                  I like the idea of using a slider to change the amount of money. I also like knowing where the civilization is getting its commodities from.

                  One way to fix the advisor’s “They’ll love it/They’ll hate it” issue is to make the AI’s response random within a certain range, say 15% of their optimum price.

                  Currently the trading is kind of irrational. The AI distinguishes between lump sum and recurring items and sometimes it will never take a recurring item in payment for a lump sum. For example, I’m trying to buy Steel from the Zulu. I have almost enough money and coal, but the Zulu “would be insulted” by the coal. Maybe have the AI give a deep discount, but it shouldn’t make it impossible.

                  Sometimes I want to sell a tech this year, but my current luxury deal expires in two or three years. I should be able to offer an extension during my negotiations (“I’ll give you Steel for 500 gp and you extend my wine delivery another 20 years).

                  There should be an option of having a pop up appear when 1) when you are first able to trade with a civilization and 2) when a commodity appears that you currently don’t have (The Persians have extra silk. Why don’t we trade for it?).

                  Comment


                  • #99
                    Originally posted by Inverse Icarus
                    UNIT TRADING.

                    i'm going to leave that in it's own post for effect.
                    In Soviet Russia, Fake borises YOU.

                    Comment


                    • I thought of a simple system for disarmament and armament limit (so you can limit "Cold War" style and so on).

                      An anglo-japanese treaty was done where it was agreed that each country would have a navy corresponding to a given ratio between countries.

                      For example,
                      English 5 : USA 5 : Japan 4

                      This means that if English has navy which strength is equal 25, then USA has 25 and Japan 21.


                      The English initiated such a treaty when they saw they could not stay the major navy power with their economy going down. So they asked for restraining the weapon race.

                      To which extent would an AI be able to judge of its advantages and disardvantages with such ratios?
                      What do you think of such an idea, and which problems do you see with this?
                      Go GalCiv, go! Go Society, go!

                      Comment


                      • Instead of the pop-ups informing me of who is just started a war and who has ended a trade embargo against me, how about a "green folder" at the beginning of every turn to show me what the other civs were up to during their turns. Sure would save a lot of point and clicking, and allow me to wander off and feed my kids (or some other trivial, distracting "need" ) between turns without having to check back at the PC to click on another pop-up.
                        Question Authority.......with mime...

                        Comment


                        • Originally posted by The pirate
                          Trading Wonder abilities.
                          NO!!! it breaks the spirit of wonders.
                          In Soviet Russia, Fake borises YOU.

                          Comment


                          • Puppet regimes are of tremendous importance, espescially when it comes to conquer, colonize, or having an imperialist policy.

                            I believe in a basic "puppet regime" system. For example, if you instaure a puppet regime in a conquered city, it will:
                            - Have a lower unrest than a blatantly conquered city
                            - A part of its production will you to your metropolis (other cities)
                            - A part of its production will go to its formal owner (in form of money, etc.)

                            The potentiality of unrest will slowly diminish if you maintain a calm situation and give what the inhabitants want.


                            I read that one of Paradox' games (Victoria: http://www.paradoxplaza.com/victoria.asp) has puppet regimes, but I never played it.
                            Go GalCiv, go! Go Society, go!

                            Comment


                            • For an overall better diplomatic model

                              [this is a copy/paste of what can be found in
                              this thread
                              so that it can be in the List's diplomacy section]


                              I made some work about the USA-UK-Japan-China situation before WW2 and it strenghtened my belief that the diplomacy model does not represent what happens in diplomacy. Here are some good basic aspects I saw:
                              - Pressures
                              - Influence traffic (including promising to bring the population/officials more on some side!)
                              - Slowly building up and strenghtening relations
                              - Pragmatism vs idealism (from public as officials)
                              - The importance of public opinion (depending on its knowledge), while dealing simultaneously with foreign opinion (anyone can read about Roosevelt preparing for WW2, with reticent public, peace movement on one side while on the other side are distinct British/Chinese/Japanese demands, etc.)
                              - Exchanging of anything (and NEVER all or nothing exchanges. NEVER except cases so extreme it's all is left.)
                              - Possibility to pressure on the limits of treaties/agreements/else
                              - others


                              Do you believe that I'll bring an incredibly complex model? Completely unfiraxian? Not so. Now let's try to organize this data in a model. Four points:




                              The four points forming a model
                              1- Everything can be done in different degrees (international/national influence? embargo? break/make treaty? enforce/go against agreed rules? diplomatic pressures? ressource trading? Even attacks? Each can be done "just a little"-"quite a bit"-"considerably"-"quite alot"-"go for it")
                              2- Each thing has a price in degrees or money (ressources, influence... including bringing an embargo from "quite alot" to "considerably". Though influence could work as GalCiv, with quantifyable influence rather than degrees)
                              3- Distinction between official and unofficial (heck... a tiny percentage is really done officially. Even major things in extreme cases: the Japanese invasion of China was done without any side officially at war! Both preferred that, diplomatically or otherwise). Of course, there are popular/diplomatical consequences on doing something officially. Declare war AFTER attacking, and it's like Pearl Harbor!
                              4- Public/rulers (rulers= US Senate, nobles, ruling elite...) opinion and capacity to influence this factor on a side or another (while foreign scene/intelligence can also influence it). Don't expect public opinion to have the same impact if it is uninformed (TV, Internet...), or if it does not consider as granted to see its ruler obey (democracy...). Even in the time of Crusades, public opinion was there and could bring unrest (based on the image of a pious and courageous leader, etc.).




                              Implementing this as simply straight-forward
                              Point one is not hard to manage for a player, since each act that can be done partly has the same options for degrees found for each other pertinent situation (such as my exemple: "just a little"-"quite a bit"-"considerably"-"quite alot"-"go for it, full throttle").

                              Point two is not hard to manage for a player, as long as it goes on the major points that DO have some serious impact. For example, "making diplomatic pressures" includes lots of stuff (speeches, symbolic acts...) so there's no need to put every single detail that can be included into this. The point is, as usual, to judge what's relevant/interesting enough to be traded, which should include what was important enough to already be in the game, from others' relations to ressources (GalCiv did some great things for this).

                              Point three is not hard to implement neither, but only if you put it simply. What I'd see as simple: you can do anything mentioned in other points, and you need to click "Do it officially" if you wish to do so. You could even make an official move while not puting it in acts by only ticking the box (which would be to threaten to do it, bluff, or wait to do it to see reactions or else). Easy enough?

                              Point four is just as other countries, except that instead of affecting foreign affairs, it affects interior affairs.



                              What it permits
                              It permits many many things:
                              A- Easy to use, HARD to master.
                              B- Depth with only a few levers, and real diplomacy, real trade, real foreign policy.
                              C- You can push others (public/nations) on one side, on another... etc. It's not at all like when all the options you have are radical and thus usable only in extreme cases.
                              D- You can push more... more... more... until THEY actually declare war. You? "No oh my good public/friends, THEY are the evil ones"
                              Also, you can push more... more... to bring them closer to where you want.
                              Use your power to force others to accept things and still shut up. Let them chose between letting their population/policy makers go wild and create a force, or not. Classic case: push stuff popular with your population and yourself on weaker ones, to the price of ONLY bad foreign reputation (and foreign population hatred) since the rulers wont move against you.
                              E- And most importantly: You actually DO have a game with real diplomacy/politics included! You DO interact with other countries on a more than war/economic basis. This brings soooo much more idealistic/pragmatic endeavours (influencing population...), machiavellism possibilities, realpolitik and plain evil possibilities
                              F- So much more I don't have the time to think about. If you wish, you invent your grand strategies, you create.
                              Go GalCiv, go! Go Society, go!

                              Comment


                              • from another thread
                                ---

                                Terrorism

                                Terrorist actions could be something to sponsor, much like sabotage in some past games like MOO2. You can also have such actions in cities under occupation- asd for what could be done:

                                maybe make a building non-functioning for a while, damage units and so forth. The effects should be an annoyance but in general aren't life threatening. Such actions should also have political consequences, usually negative.

                                -GePap

                                ***Terrorism and War-Weariness
                                Well, if 'terrorism' is to be implemented it would somehow have to be connected to the concept of war-weariness.
                                -Tripledoc

                                ***Terrorism and Eliminating Food
                                I think that you should be able to sponser foreign terrorism and do your own-through the espionage screen, and also possibly as a terrorist unit-though I am now less certain about the latter!
                                If used to kill people, a terrorist act/unit should not eliminate a population point, but should instead destroy units of 'food'-to represent lost population (given that a single pop point can account for as many as a few hundred thousand people!
                                -The_Aussie_Lurker

                                ***Terrorism Increases Unhappiness
                                I think the primary effect of terrorism would be to increase unhappiness, war weariness and reduce tourism revenue. It could also be used to destroy key commercial and industrial buildings and terrain improvements!
                                -The_Aussie_Lurker

                                ***Getting Caught With Terrorism
                                Commiting terrorist acts should bring with it a HUGE reputation hit if you get caught-especially with civs outside of your culture group!
                                -The_Aussie_Lurker
                                -->Visit CGN!
                                -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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