Peace-agreements should be much more worthwile and 100% binding in Civ-3 - although timelimited. And, if appropriate - with some negotiated hard-to-swallow price-tags attached to them.
The problem:
When you was about to attack/pillage an AI-civ whom you have established an peace-agreement with, a popup-message asked you if you really wanted to break that treaty. All you had to do was to click the Yes-button. Even trusted AI-allies could be shamefully double-crossed this way. The only thing you suffered was declining diplomatic reputation; some easy containable AI border-quarrels, and perhaps a lower civ-score in the Hall of Fame. Thats a waaay too weak deterrant-factor for most pro-civers.
Also, making diplomatic deals with erratic AI-civs where often somewhat of a hit-and-miss affair. Infact, both in Civ-2 & SMAC you where much better off never even try to "buy peace" at all, because any deals where not binding anyway. Everyone just doube-crossed everyone else - and because of this, diplomacy often felt rather meaningless.
I would like to have above replaced with time-limited, but mutually & exclusivly nullified unit-attack/pillage ability to all units that gets effected by that peace-treaty (they can still expel though). In other words: if you try to attack an AI-civ/unit from whom you have established a still valid peace-treaty with; a popup-message informs you how many turns is left of the peace-treaty, and one button to click: "Expel unit?".
In practice: you (or any AI-civ) can ONLY attack under war, cease-fire & neutral conditions. NEVER under peace- & ally-conditions.
[This message has been edited by Ralf (edited May 21, 2001).]
The problem:
When you was about to attack/pillage an AI-civ whom you have established an peace-agreement with, a popup-message asked you if you really wanted to break that treaty. All you had to do was to click the Yes-button. Even trusted AI-allies could be shamefully double-crossed this way. The only thing you suffered was declining diplomatic reputation; some easy containable AI border-quarrels, and perhaps a lower civ-score in the Hall of Fame. Thats a waaay too weak deterrant-factor for most pro-civers.
Also, making diplomatic deals with erratic AI-civs where often somewhat of a hit-and-miss affair. Infact, both in Civ-2 & SMAC you where much better off never even try to "buy peace" at all, because any deals where not binding anyway. Everyone just doube-crossed everyone else - and because of this, diplomacy often felt rather meaningless.
I would like to have above replaced with time-limited, but mutually & exclusivly nullified unit-attack/pillage ability to all units that gets effected by that peace-treaty (they can still expel though). In other words: if you try to attack an AI-civ/unit from whom you have established a still valid peace-treaty with; a popup-message informs you how many turns is left of the peace-treaty, and one button to click: "Expel unit?".
- War (well - war is war)
- Cease-fire (can brake it anytime).
- Neutrality (can brake it; but with negative diplomatic & trade- economical reactions (also from non-participating AI-civs - you disturbing the overal power-balance. To counteract you must establish ally-treaties).
- Peace (cannot break it for a agreed amount of time. Only expel).
- Alliance (can never break it - first downgrade to peace-treaty only - then the timelimit is ended, not renew the peace = leading to neutral relations.
In practice: you (or any AI-civ) can ONLY attack under war, cease-fire & neutral conditions. NEVER under peace- & ally-conditions.
[This message has been edited by Ralf (edited May 21, 2001).]
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