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  • #61
    Summarizing diplomatic post

    First, a short warrning. This is a long post. Here, I including a summary of my last two posts, and some new definations, explantions and options. I also note how I would like so see the diplomatic screen, and all the diplomatic options you should have. In a nutshell, I include here a full explnation of a complete diplomatic screen.

    <u>List of topics:</u>

    1. Taking over cities.
    2. Atrocities.
    3. Hostality.
    4. Diplomatic options.
    5. Trade screens.
    6. Diplomatic negotions.
    7. Treaties.
    8. Pact levels.
    9. Concuil
    10. Long memory


    1. Taking over cities

    This isn't diplomacy related, but I need to explain the difference, since I used it in my model. When you take over a city, you may do the following things:

    * Take over.
    * Pillage ( get some money and technology, but make the populce more hotile and destory some structures ).
    * Raise ( city is destroid, all populce becomes slaves*, all buildings are scrapped for cash )
    * Decimtate ( only available in Genocide, and the only option in Genocide. Completly destory the city. You gain nothing from it. Mor explantion later. )

    * Slaves: A 1/1/1 unit that you may take to another city and add it to the populace. Some of the slaves will become refugaes that will fled to other nations. The higher your police rating, the less likely it will happen.

    2. Atrocities

    Atrocities are a broad terms for "bad" things, or "unaccepted" ones, that you may use it to complain and push on other players. For example, if Side A spy on side B ( minor atrocities ). Side B, or unrealted side C, may complain to the concuil and make it hostile toward side A.
    Moderate and minor atrocities are only known to the sides involved ( and everyone who might have been in the vision area ). Major atrocity will be known to every nation after 3 turns.
    Huge atrocity is known to everyone after 1 turn.

    Minor atrocities: Incidendts. Low level of hostality.

    Spying, Framing, Declaring strikes ( see pacts ), Taking over a city, sneaking into enemy land.

    Moderare atrocities: Medium level of hostality.

    Sabotage ( destroying some structure ), using low-level illegal weapons* on units, Pillaging city, declaring war, bombaring a civilian city, attacking a civilain unit ( caravan, settler ), raiding a trade route.

    Big atrocities: High hostality.

    Terrorize ( planting a virus, poison, etc ), killing a diplomat, declaring Genocide, raise a city, using low-level illegal weapons* on cities.

    Huge atrocities: Declaring war***.

    Decimtate city, using nukes on cities, using high-level illegal weapons** on cities.

    * - chemical/biological weapons on units ( like in SMAC ).
    ** - chemical/biological missiles.
    *** - The response for a Huge atrocity is an immdiate declaring strike ( see section 8 ).

    3. Term: "hostality"

    The hostality factor will be used several times in my post, so I will define it now. In the old games, you had a diplomatic-level slider-bar to show how much the AI liked/hated you. You had no such slider for human players. This will change. In my suggestion, you will have a bar for human players: it will just change much faster. For example, if you just fought someone ( sliderbar "Hostile" ), you can't offer him unity, the public will hate you. You sign peace. One turn after that, the Sliderbar read ( "Netural" ). For human/human relations, the bar change much faster. When you chose a diplomatic option that I say to cause hostality, the bar will drop lower.
    The level of diplomatic realtions decide how much trade you get. The more friendly you are to that player, the more trade you will get from him. And, if you are playing in democracy and a become very hostile toward some player, the senate might over-rule you and declare on his own war on that player.
    Therefor, if you make a certain player very hated in view of the concuil, he will get much less trade and maybe some will declare war on him.
    Also, if Side A ( human ), makes side B ( AI ), more hostile toward side C ( AI/Human ), side B might declare war on side C. Therefor, hostality is the term I used on how you manipulte players against one another.

    4. Diplomatic options

    This section list all the diplomatic options you have:

    * Request: a polite form of asking for something. Open trade screen, and put what you want in the "request" section ( see section 5 ). Also the way to request signing treaties.
    * Demand: like request, but more chance the AI will accept. Cause hostality.
    * Gift: open up trade screen, and up what you want to give in "give" section ( see section 5 ). An accepted gift improve reltions. You may also sign treaties this way ( you "give" them a "trade treaty" ).
    * Contract: open up trade screen and offer side B an exchange ( must have atleast one thing in both sections ).
    * Trade agreement: like Contract, but it's a fixed trade agreement.
    * Declare war: You declare war on the current second side. You may only declare war if your pact level is peace of lower: you can't declare a war on an ally or a union member ( see section 8 ). Select war level: strike/war/genocide ( see section 8 ). You also use this section to make the war more hostile ( strike->war->genocide ). However, the decreese the level of war you must select a peace treaty.
    * Complain: you may send a formal complain on any atrocities the second side did in the last 10 turns. Cause level of hostality according to the level of atrocitiy ( remember! Complaing on a huge atrocity leads to an immdiate declarting of strike ).
    * Inform: you can tell side B about atrocities you know about ( and then he can use them ).
    * Break treaty: you may cancel any treaty you signed, or you may drop a level in your pact level ( one every turn ) Unity->Alliance->Peace.
    * Negotaite: Side A ( you ) act like a connector between side B and side C. You may ask side B to:

    <list>
    declare war/strike on side C.
    Sign no-aggression pact with side C.
    Ask side C to join a concuil.
    Complain to side C against an atrocity side C did.
    Embargo: cancel trade with side C.
    Spy on side C.
    </list>

    For example, if side C spied on you, you may ask side B to complain side C on side C spying "minor atrocities". If side B accept, then side C will recive something like this: "we have learned that you spy on our friends "side A". We demand you stop at once!"
    Framing is also considered an atrocity. You may demand ( by selecting complain and picking that atrocity ) from side B to admit to side C that he spied on him, and not you ( or side D, your friend ). Side D might ask you ( side A ) to make side B admit he spied to side C, not side D. How is this done?
    Side D learned ( by his intel ) that side C framed him for sabatoging against side B. He "inform" you. That atrocity is now in your database. You might then complain on your own accord: complaining to side C with this atrocity.

    5. Trade screen

    The trade screen is used for trade between two nations. It's automaticly pop-up and updates when the diplomatic debate goes on. The trade screen is split into 2 tables, each with 10 lines. The first table is dubbed "Give" and the second is dubbed "recieve". The "Give" section is what side A gives side B, and the "receive" is what side B gives to side A. Ofcourse, the names of the tables is in relevence to who is the user. If side A gives 1 navy unit to Side B, then for side A it would appear on "give", and for side B in "Recieve".

    There are two definations of trade:

    <u>Fixed trade</u>

    Fixed trade is a trade agreement that accures every turn, until canceled. It either can describe a fixed tribute, or a trade of A per B. As ever, it depends on what is agreed. In fixed trade, you may trade:
    Food, Money and Resources ( Shields in civ II format, or resources if used in civ III ).
    You may trade either a fixed amount, or a fixed portion of the income. For example:
    Side A gives 100 credits every turn to side B, and side B gives side A 10% of his food production.
    The food and Shields are pooled, and can be diverted either to a single city or spread equally to all cities in the empire.

    <u>Single trade</u>

    Single trade is a single contract, in which both parties agree to something. With this screen, you may sign treaties, contracts and give/trade for many items. Also, you may also sign fixed trade by it. For example:
    Side A gives side B 100 credit, 10% of his food product, and side B will sign an alliance with side A and give him a city.
    So, you may trade the following:
    Money, Shields ( or resources ), Fixed trade ( per turn ), sign treaties ( see next section ), cities, lands, units, unit design ( selling a good unit-design, see treaty 8 section 7 ) and technology.
    Also, you may trade in "general amounts" of item. For example: for example, Side A can give side B "xenology tech and biology tech", or he can "2 general techs", "several general techs", "2 nature-based techs", "several nature-based techs". When the second side view the offer, he decided exactly what he wants. Another example:
    Side A ask side B for "several units".
    Side B offer side A "several navy units".
    Side A ask side B "three navy units".
    Side B offer side A "three frigate ships".
    Side A ask side B "offer me four".
    Side B tell side A "accepted".

    6. Diplomatic negoations to trade

    All those marked with "*" will cause "long memory" ( see section 10 ).
    All those marked with "**" may cause regret ( see later ).

    Comments

    This section describe the response you may do when dealing with trade. You are considered side A on this part. If Side A didn't accept of changed side B offer, then the number ( 1 ) after the description reflect how will side B react to this refusal.

    <u>1. Comments on demand:</u>

    Side B demands something from side A. responses are:

    "We are more then happy to give it to you". Hand over requested items.
    "We will give you want you want, but we won't forget this." -*- Hand over requested items.
    "Maybe if you would add this..." Open trade screen, add something to "receive" ( side B "give"'s ). (6)
    "We can't give you this, but maybe you will approve of this" Change whats in "give" ( side B "recive"'s ).(6)
    "Sadly, this is impossible". Cancel demand.(5)
    "How dare you! We wish no more connection with you". -**- Cancel all treaties and drop to no-aggersion pact. End demand.(5)
    "not only that we will not give you this, but we shell destroy you also!" -**- declare war on side B.

    <u>2. Comments on request:</u>

    Side B request something from side A. Responses are:

    "We are happy to help our friends." Hand over requested items.
    "Sadly, we can't give you what you ask". Cancel request.(7)
    "We can't offer you this, but maybe you will like..." Change what side B request.(8)
    "Maybe if you just could..." Add something to what side B grants you.(8)

    <u>3. Comments to trade-request ( fixed or normal ):</u>

    Side B offer side A a trade agreement. Responses are:

    "We gladly accept. A fair deal". commence with trade.
    "Maybe if you could just add this..." Add something to what side B offers you.(8)
    "Can't give you this, but phrhaps..." change what you give to side B.(8)
    "We have a new agreement in mind..." change both the "give" and "request" section.(8)
    "We are wounded that you can even think about cheating us like this!" -*- cancel trade offer.(7)

    <u>4. comment on gift</u>

    Side B offers side A a gift:

    "We gladly accept your kind gift". Accept gift.
    "Sadly, we must refuse". Cancel gift.

    Re-comments

    For all re-comments, look at the number next to comment ( in the previous section ). For comments on the re-comments ( or re-re-comments ), see the humbers (1) next to the re-comment. Is sort of a loop till you either cancel or accept.

    <u>5. Comments on refual of demand:</u>

    Side B comments on side A un-willingess to accept his demand:

    "You dare refuse us?! This would not be forgotton". -*- cancel demand.
    "For this insult, we cancel our relations with your people". -**- Cancel all treaties, end talk.
    "What?! You shell die for this insult!" -**- Declare war on side A.

    <u>6. Comments on new-offer after demand:</u>

    Side B comments after Side A offers a different thing from his demand:

    "We are not here to trade with you! But it's acceptable". Accpet new offer.
    "You will also grant us... and they we will spare you". Add more things to "request". (1)
    "We will say this no more! Give us what we want!" Return trade status to original one. Re-demand. (1)
    "Very well then. We will watch you." Cancel demand. More hostile.
    "You think we wish to bargain with you? You will die!" -**- Declare war on side A.

    <u>7. Comments on refusal of trade/request offer:</u>

    Side B comment on Side A refusal to accept his offer:

    "Very well then. Consider our offer invalid." cancel offer.
    "What if we also add this..." Add something to the "give" section (2).
    "We ask you kindly, and you refused us. This will not be forgotton." -*- cancel offer.

    <u>8. Comments on change of trade/request offer:</u>

    Side B comment on side A new offer ( changed request or gift ) of his offer:

    "Very well then. Consider our offer invalid." cancel offer.
    "Maybe you can also include this" Add something to the "request" section. (3)
    "We can't give you this, but what about..." change "give" section. (3)
    "You refused our fair offer? This will not be forgtotton." -*- cancel offer.

    Is the negotion section clear now?

    Regret **

    Some comments may cause "regret", and I marked those with **. When the AI or you choose a comment with "regret" ( for example: Side A demand something from side B. Side B refused, and side A declares war ) the other side has an option to repent his decision. If, like in the example, the other side declares war on you, you have the option to accept the demand or offer the other side a peace offering. If you won't, the other side will just go along and declare war or cancel all connection with you, whatever the case is.

    7. Treaties

    This section list all the treaties you may sign with the other side. Most of them were allready in my second post, but I revised some and added a few. Trade treaty is not autmatcily signed with you have "peace" pact or better, and was removed.

    1. Science treaty: an agreement which gives both sides +% to science output.

    2. Intelligence treaty: You may not spy on other side, and you both share all reports on other hostile nations. You can even pool toghter your intel to sabatoge and espionage toghter.

    3. Survlience treaty: shared maps and all known enemy units location.

    4. Military alliance: allows united attacks.

    5. Research treaty: Side A pays side B money, and side B in exchange gives all new technology he researched.

    6. Mutual research: Both sides share all new technology they accquire by research.

    7. Construction contract: Side A pays money to Side B, by ordering construction of several units. Side B select a city, which then invest all money to speed-up production of the required units. Side B get 10% of the construction cost. ( Used when you have a good construction ratio in one city, mainly because of a good wonder ).

    8. Design contract: Side A pays Side B to design and build a prototype of a unit. Side B gets 10% of the cost.
    This tready can only work if:
    A. You have a unit workshop like SMAC.
    B. A certain idea in the unit section will be included: that the stats of the prototype units will be better the higher your tech and the more money and time you invest in the development.
    Side B can't, however, construct the design himself unless side A sells it to him.

    9. United project: Side A and side B both design a prototype toghter ( similar to treaty #8 ). Both pool resources and the end product is available to both of them.

    10. United wonder: Both sides may construct a wonder. This treaty may only work for wonders that effect society at general ( and not only give tech [ darwin voyage ], a benefit to a certain city or a certain continent ). They pick a city where it's built: but the location doesn't matter since it effect all cities. All cities gives 10% of both nations of there labor to build the wonder. The two nations split the maintance cost.
    IMPORTANT! Also applies to star ships.

    11. Hired workers: Side A pays side B to gain worker support. Side A select a city, and side B also. Half of all the labor force in side B cities is passed, for the duration of the treaty, to side A city.

    12. Right of passage: side A may pass and refuel at side B bases.

    13. Port contract: Side A pays side B to build a harbor/dock at his land for refuel.

    14. Trade passage: Side B allows side A to build trade routes over his land, but he gets 10% of all trade income.

    15. Forbiden weapons: Both nations can agree not to use a weapon that is not classified as a nuke or illegal. For example, both nation can agree not to use Catapults, IBCM or tanks. You may also request that only a certain side won't use this tech. ( Example: in startrek, the federation agreed not to used clocking technology of any sort ).

    16. Monopoly: Side A ask side B to only buy a certain item from him ( used in a commodity system, see economics/trade ).

    17. Funded trade: Side A pays side B to build some caravans and establish a trade route with another civ that normally he can't because he has no contact of way to her. Side B gets 10% of the income.

    18. Limited arms: Both sides agree not to use an illegal weapons.

    19. Free air: Both sides agree that be "pollution-safe" after X turns. Meaning, the popultion level must not raise above Y level, or the civ is fined ( forcing the civ to hurry up and build dams, solar panels and recycling systems ).

    20. No-nuke: both sides shell not build any nuclear missiles, subs or power plants.

    8. Pact level

    This section include the various levels of diplomatic connection.

    <u>Unity</u>

    Unity is a high form of allaince, which include shared victory conditions. All trade you have with your union member gets +25% bonus. Up 20%, round up, of all players may union one another to win the game toghter. If you sign unity with someone, you automatcily sign unity with all the other union members he has. ( If he allready has a unity member, you get a pop-up saying: "This also means you need to ally with "X". Is this acceptable? Yes/No ). If one member of the union wins, all the others also win. You can't declare war on a union member: you may only revert to alliance ( takes one turn ).
    Those treaties are automatcily signed with in unity: 1, 2, 3, 4, 12
    You may sign the following treaties: All, expect 16.

    <u>Alliance</u>

    Alliance is a better form of peace. You may not declare war on your ally: you first must break the treaty. Only in the next turn can you declare war. All trade with an ally gets +10% bonus.
    Those treaties are automaticly signed in alliance: 4, 12
    You may sign the following treaties: All

    <u>Peace</u>

    Peace is a firmed agreement between the two states. Once peace is declared, borders between the two nations are automaticly fixed, and may not be moved. You may also trade with a peaceful nation.
    You may sign the following treaties: 1, 5, 7, 14 - 20

    <u>Cease-fire</u>

    You are in a state of no-war with the nation, but the borders may still be moved by buildings outposts and bases ( like in SMAC ). You may not trade with this nation. Entering into the border of an enemy with cease-fire is an atrocity.
    You may sign the following treaties: 15, 18, 20

    <u>Strike</u>

    A form of limited war. You may only attack units and bombard cities: you may not take over any city. Strike gives none of the bonuses and minuses of war, but be warned: the senate and the people don't approve of long strikes. So either you move into war or end it quickly. ( consider Desert-war against Iraq ). Borders do not apply in strike.

    <u>War</u>

    War is a long bloody conflit. For the duration of the war, you gain +2 Mil / -2 Centr ( see Social engineering for applies. In general temrs, you get +20% to consturct military units, but -20% to build buildings and other civilan things ). For three turns after the war ends, you get -2 Center, but no bonus.
    You may take over, pillage and raise cities.

    <u>Genocide</u>

    Genocide is a racist war, that it's mere creaton is a major atrocity. You get +2 Mil, +2 Mor, no minus ( +20% to military productio, +20% to military attacks ) for the duration of the war. You may not take over cities: every city you attack is decematited ( competltly destroied ). This is a HUGE atrocity. However, for X turns after you destroy a city, you gain an extra +1 Mor/+1 Hap to all tropps ( this is not cumaltive. Destroying 3 cities won't give you +6 morale ). The duration of the bonus is decided by the size of the city.

    9. Concuil

    This section describe the three types of concuil ( alliances, pacts ) I have.
    Concuils, unlike SMAC, don't automaticly include all the members in the world. They are not wonder-based anymore ( no UN wonder ).
    You may establish a concuil of your own. Every player can lead no more then one concuil. The maximum number of concuils world-wide is no more then half the number of players, rounded down.
    If you want to establish a concuil, you must apply for it. There is a certain, minimal registrion cost. The other players are informed, and all of those that still don't have a concuil may bid on it. The highest bidder MUST buy the leadership. Leadership can not be sold or transfered, only given up. If the leader does anything to make him expeled or declare war on him, the leadership passes to the other oldest member. You may create any of the following alliances ( all have the same costs ):

    <u>Diplomatic allaince</u>

    Ala UN. This alliance has little power, so most AI are likely to join to it. Diplomatic relations between all members are improving at a great speed. There is no admintense rules: anyone may enter. However, any member doing a major atrocity is expled, and anyone who does a huge atrocity gets an immdiate mutal strike ( everyone declare strike on him ).
    In a diplomatic alliance, you may:

    * Ask a certain member, or all members, to sign one of the following treaties ( see section 7 ):
    1, 10, 14-15, 18-20
    * Ask the UN to complain on a certain player ( all members form a complain against him ).
    * Ask fo strike against a player ( can be outside the concuil. Must commit a major or huge atrocity ).
    * Ask for sanctions against a player ( must do an atrocity )
    * Ask to expel a player ( must do a moderate atrocity )

    <u>Trade alliance</u>

    All members must sign peace with one another. None may declare war on a member: if he does, then he is expeled automaticly. However, this alliance take no interst in military and you can't declare war by it.
    You gain +10% to trade with members. You may do the following things:

    * Ask any certain member to sign the following treaties ( see section 7 ):
    1, 5, 6-8, 9-11, 13-14, 16
    * Ask all the members of the alliance to sign one the following treaties toghter ( see section 7 ):
    6, 9-10
    * Ask to cast Embargo on a certain member or outside player.

    <u>Military alliance</u>

    All members must sign alliance with one another. Anyone who de-grade his alliance with even one member is cast out of the alliance. In military alliance you may:

    * Ask any certain memebrs to sign the following treaties ( see section 7 ):
    2=3, 7-8
    * Ask all members to sign treaty 9 toghter ( see section 7 ).
    * Declare war/strike against any outside player.

    10. Long memory

    You noticed that some comments are marked with a "*". This means it will be a "long memory". A long memory are stored up to 100 turns backward. They might even suprise you when they pop up.
    For example, when you ask the AI for something, he might replay you in this manner:
    "X years ago, you insulted us by not giving us the X we requested. Why should we heed you now?"

    The AI will remember every time you threatened on him, or when you almost declared war and he used the "repent" option. They might even look ( at the slider bar ) like they love you now. However, your past history will remain like a seed of hate. Spy on them, and they will remember it for many turns, even after you forgot it.
    <font size=1 face=Arial color=444444>[This message has been edited by Harel (edited August 13, 1999).]</font>
    "The most hopelessly stupid man is he who is not aware he is wise" Preem Palver, First speaker, "Second Foundation", Isaac Asimov

    Comment


    • #62
      Harel :

      Like your diplomacy ideas. Just have a question about War.

      At war you get +2 Mil, -2 Civil Production
      But in all my games it's not unusual, in fact it's the most regular scenarion, that I'm at war with some civs at the other side of the globe.

      I just leave them alone, the peaceful builder type I am. I only think about going into action if there continual suicide invasions bore me and I want to stop them.

      So what makes the game think I am in an all out war? I don't want to get a -2 Production cause some unfriendly 'neighbour' that can hardly reach me wants to kill me.

      Everyone :

      I think that AI civs also need a reputation.
      Cause it's unlogic that the senate always asks for peace even if that same civ attacked you several times.
      So I think the worse a civ's reputation, the more likely it should be that the senate allows military action.
      Contraria sunt Complementa. -- Niels Bohr
      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

      Comment


      • #63
        I would suggest that the war effects(+2mil/-2civil production) should only come into affect depending on your military status not on your diplomatic status.
        There should be three levels of military status:
        peacetime: very little support but - combat modifiers
        Regular: no effects and regular support
        Wartime: more support required, + combat modifiers, +mil/-2civil production

        Comment


        • #64
          I really want Unity with all players to be a victory condition.

          Think of it as 'conquest through diplomacy' that's more realistic/harder than being elected supreme leader.

          Other than that, I really like the diplomacy outline.

          ~mindlace

          Comment


          • #65
            How about:

            You can take "camera" shots of, for instance, a unit cluster of some other power near your potential ally, and tell him that he can't possibly deal against this large enemy, and offer an alliance so you could use your troops to defend him. Useful in multiplayer.
            "Spirit merges with matter to sanctify the universe. Matter transcends to return to spirit. The interchangeability of matter and spirit means the starlit magic of the outermost life of our universe becomes the soul-light magic of the innermost life of our self." - Dennis Kucinich, candidate for the U. S. presidency
            "That’s the future of the Democratic Party: providing Republicans with a number of cute (but not that bright) comfort women." - Adam Yoshida, Canada's gift to the world

            Comment


            • #66
              Harel, if you are a Unity with other civs, you should have significantly increased trade and also the wonders effects count for both the civs. So your wonders also count for him and his wonders for you.
              Contraria sunt Complementa. -- Niels Bohr
              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

              Comment


              • #67
                In MP, it would be nice to have 3 way or more conferencing. To negotiate a treaty between ALL the parties instead of doing it one by one. Sort of like a "NATO" screen, where all common allies/or anyone that has been invited can conduct diplomacy and policy (Like a declaration of war from all the members on someone else).

                Comment


                • #68
                  Harel, your ideas are really great but I have some disagreements in unity:

                  1)Automatically you have the same diplomatic relations with every civilisation out of the union. If a new member has to join he has to change the diplomacy with the non-union members. Then the non-union member can either accept or re-examine its relations with the union.
                  For example X is in war with Y and union A is in peace with Y. If X wants to join A he must promise that he will make peace with Y.
                  (but he can also demand that union will make war with Y).
                  A has the right to ask Y if accepts peace. If does not accept then union may accept the new member X or not (because is afraid of diplomatic disaster with Y). If X joins union then Y must accept peace or he has war will the union.

                  2)Automatically all advances and wonders are shared. Furthermore there is no individual research. The science produced by every member is added to the science producted by union. As result it is not individual nations who discover technology, but union.

                  3)Because of 2, union has opinion in your nation. You must not build infracture when union is in war and builds weapons. You also cannot have 0% science and expect all the technology from union. Such actions can lead to penalty paid as compensation to union or even exclusion of union.

                  4)Only republic and democracy are possible in union. Also union requires administration expences, increasing faster than linearly as the number of members increases and slower than linearly as the average of single nation population increases.
                  The number of members is calculated by the formula:

                  A=(total population of union)^2
                  B[N]=(population of Nth member of union)^2
                  B=sum of all B[N].

                  number of nations = sqrt(A/B)
                  (sorry for the complicated maths).

                  By this way union at the start is not beneficial and also it is not favourable to accept in the union nations well behind you.

                  5)Negotiations with union: Simply you meet the representative of the union. when your union negotiates with somebody you simply vote for every possible decision (the other side does not know how everybody votes).

                  6)NATO or SMAC type councils to decide the actions of the union (diplomacy with others, science rate, maximum production of units\wonders\improvements, type of city improvents etc.)

                  Consequences: Nobody will be able to survive alone but union has also many disadvantages. You must make the right balance.

                  Requirements: Large number of civilisations and powerful artificial intelligence (not easy but worths. At least Sid has proven that he is capable for that).

                  Comment


                  • #69
                    I think that all modern governments should be able to form a unity not just republic and democracy, but the members in a unity should have the same type of government.

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                    • #70
                      What about these two suggestions

                      #1 When a human player loses you can let, if you chose, the computer players continue to see who wins out.

                      #2 Diplomatic option. When a nation surrenders you can make it a "permanent vassal" which means.
                      -> they are automatically at war with someone you declare war on.
                      -> The computer player retains control over his nation but you have final say in all of his orders.
                      -> There is a set rate of gold, resources they have to supply to you each turn.
                      -> You get all of thier technology.

                      Comment


                      • #71

                        I am a newbie here, so I apologize if this has been touched on before.

                        By definition, the rules of diplomacy become, to some extent, the rules of the game. By that I mean that if a treaty is signed, you have to act accordingly, if you want to avoid going to war.

                        What I would like to see in the game is a more flexible use of treaties and conventions. In real life, treaties are only signed when there is a need for them. That is, a situation must exist that warrants a treaty or a convention. As an example, take the Geneva Convention. It was only signed, because a need existed for rules of war, to prevent atrocities. The way I would like to see this in the game is this:

                        Say that player A is moving his units around in player B´s territory. Player B grows tired of this and asks player A not to. Next a war can result, leading to a treaty banning player A from entering player B´s territory and vice versa. Or a treaty can be signed right away. If this problem exists on a global scale, a convention can be signed, banning all players from entering another players territory.

                        Where do I want to go with this??

                        I would like to see a game with as few rules as possible from the start, and then gradually amending rules as they are needed/negociated between players. This would make a much more flexible gameplay, with no two games beeing played under the same rules. In one game it could be quite acceptable to block other players harbours, whereas in another game this would be very rude behaviour.

                        Am I making sense here??

                        Asmodean
                        Im not sure what Baruk Khazad is , but if they speak Judeo-Dwarvish, that would be "blessed are the dwarves" - lord of the mark

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                        • #72
                          Finally addressing jof's concerns on Aug. 7. I still prefer missions, but if Firaxis sticks with the spy unit I'd like these ideas included (many of them will work with both). This is a modified old post:

                          Establish embassy: In this case the spy is setting up a network to keep tabs on the enemy. However, this should really eliminate the spy unit(it's in the enemy empire somewhere) and could eventually be ferreted out by the other civ. Only diplomats should be able to create permanent embassies.

                          Examine city: I think all units should be able to examine city; all non-combat units plus combat units when civs are at peace or allied. Would end the move of the unit w/o destroying it(including dips). Perhaps the spy could keep some movement (this wouldn't be necessary if the SMAC model of looking into cities is kept).

                          Purchase unit/city: Assuming bribing cities is allowed at all, IMHO cities should be more expensive(plus a nationalism tech could make them even more expensive or unbribeable) but I will go on record as saying units should be cheaper to bribe, mainly because early on bribing units can bankrupt your empire. The nationalism tech could make units more expensive as well, plus later govts & units are also very expensive to bribe. Plus a 2nd option to pay less to get an enemy to disband rather than join you. Only diplomats and generals can bribe/disband enemy units; the dips because of their diplomatic skills and generals because of their ability to inspire troops(even enemy troops). Allow bribing of units in stacks. Military units can "demand surrender" of a enemy city, with success determined by criteria set below.

                          Nuke/sabotage/poison: These missions should be determined before the spy leaves your territory. Spies don't carry all this stuff with them on missions. Dips should not have these abilities.

                          see 2/move 3/ign. ZOC's/no support cost/ no unhappiness/low cost: Realistically, I don't have a problem with these. The spy unit is only a small group of several well-trained individuals (no support, unhappiness, cost). Spies are supposed to know what is going on around them (see2). Spies can drive jeeps or ride horses (move 3). If they can't avoid the military, they aren't very good spies (ign. ZOC). Balancewise, it's a problem, especially when someone decides that 5 spies have a better chance of nuking a city w/SDI than 1 nuke.

                          Additional abilities (yep, additional):
                          Spies should have "natural" concealment, similar to a submarines abilities. Only can be seen by other spies.
                          After paratroopers are available, all spies can paradrop.
                          Spies can ride enemy RR's (I assume that in civ3 combat units will not be able to do so).
                          Spies can ride for free on any ship or have a very low cost if unit size is incorporated.
                          Spies can assassinate other spies, leader units, or AI leaders(throws empire into revolt unless democratic, but earns you a "black mark" vs. that civs people and rulers). Assassinations must also be declared before leaving your territory.
                          Diplomats do not have these abilities, except riding the RR's of your enemies.

                          Balance: Missions that are now always successful would not be. City revolts(if kept) would be modified as below.

                          Spy may either bribe city, military, or both. If citizens only, then they must "fight" the military for control, if military, they must "subdue" city; both would be best to insure success (expensive). Mods would be:

                          1)# & type of enemy military units in city & nearby,
                          2)The current Happiness of the citizens(EACH citizens happiness is a factor, not just content/in revolt. See SOCIAL ENGINEERING for details),
                          3)Happiness of your society vs. their society. Happy citizens will not wish to join a nation of misery,
                          4)Any atrocities your empire has inflicted on the enemy, or diplomatic gifts,
                          5)The city's EFFICIENCY.

                          For "demand surrender" include the above but 1) would be replaced with-your army size vs. their army size. Even so, the result could be that the city remains loyal, switches sides, or declares neutrality. Most importantly, for ALL missions, when a spy unit enters an enemy civs borders, EACH SQUARE IT MOVES it can be caught. Missions such as sabotage, nuke, would run a higher risk of detection. Whenever a spy enters your territory you will receive a message like "*Roman* spy has been seen near *city name*". Paradrops will be seen landing, but when it moves the spy will become hidden. And the current chances of success of most missions will be lower.

                          Another idea for nationalism tech:
                          When attempting bribe cities/units w/nat'lism have a 50% of refusing to talk to you. Other wise you may try to bribe but at a higher cost.
                          I'm consitently stupid- Japher
                          I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                          Comment


                          • #73
                            This is darkgrendel's list of ideas. I don't think he ever posted them:

                            Infiltrator (2/3 moves, cost 4)
                            Abilities-
                            Investigate City
                            Buy City
                            Buy Unit
                            Steal Tech (medium chance survival)
                            Steal Money(medium chance survival)
                            Steal Goods(food, shields, etc; medium chance survival)


                            Demolitions Expert (1/2 moves, cost 5)
                            Abilities-
                            Investigate City
                            Nuke City (little to no chance survival)
                            Damage Unit
                            Industrial Sabotage

                            Ambassador (2/3 moves, cost 3)
                            Investigate City
                            Establish Embassy
                            Poison City (medium chance survival)
                            Buy Tech (good chance survival)

                            Propagandist (2/3 moves, cost 4)
                            Investigate City
                            Cause Revolt (little to medium chance survival, city has disorder)
                            Buy City
                            Buy Unit
                            I'm consitently stupid- Japher
                            I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                            Comment


                            • #74
                              One more spy mission: update enemy nuclear deployment. Allows you to see all his nukes, even if they aren't in a city.
                              I'm consitently stupid- Japher
                              I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                              Comment


                              • #75
                                first of all

                                WHY CAN SPYS
                                1.BUY CITYS
                                2.AND UNITS
                                3.AND BLOW UP A 5KM WALL WITHOUT ANYONE KNOWING IT
                                4.NUKE WITHOUT PAYING FOR THE NUKE(should cost some where near builting one)
                                5.Basicly BOMB ANYTHING.......EVEN A 9999999ton builting or parks(Blowing up land?)

                                I like the SPY mission idea. But I think
                                I should be able the pick my target for each mission.(maybe path taken by my spys?)
                                Under this system, a spy mission would look like.

                                recon around(X,Y) for ??? Turns
                                Bomb ???? in ???? city
                                Seek and Destory improvements around(X,Y) for
                                ??? Turns
                                ............etc

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