Originally posted by Rasputin
i think it is a stupid part in the programming that allows that situation to occur, if they refuse to meet with you, you should still be able to break nay treaty. another good thing with civ3 is that those type of deals only last 20 turns not all game. so if they do refuse to speak you only have to wait that max turns, but i guess even that may be too long.
The solution of course is no alliances, which is how i usually play may hinder movement in civ2 but as you say at least protects your territory.
i think it is a stupid part in the programming that allows that situation to occur, if they refuse to meet with you, you should still be able to break nay treaty. another good thing with civ3 is that those type of deals only last 20 turns not all game. so if they do refuse to speak you only have to wait that max turns, but i guess even that may be too long.
The solution of course is no alliances, which is how i usually play may hinder movement in civ2 but as you say at least protects your territory.
still civ II has a cheat , easy programming and some wonders that work wonders on the diplo level , ....
but indeed the best way to play on safe mode is no treaty
have a nice day
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