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rook626
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glendale ca
Nov 2000 time: 05:14
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Here are some of my thoughts and ideas on political borders in ctP2. All in all, nice feature but they are eneffective.
1. The idea of political borders did not emerge until the middle ages, before then, civilizations were defined by a group of city states. Therefore, make Political Borders something that is researched
2. Political Borders need to be far more effective. I'm sorry, if Mexico moves a column of tanks into California, it's war. Period. Crossing political borders with military units is a huge deal!! It should warn you with a pop up, center the screen there and switch your status to war.
By implenting these 2 ideas you have effective borders that don't hinder expansion early in the game.
There are my ideas, what are your thoughts?
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rwz
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I agree! Military units that pass your borders should automaticaly be a declaration of war or you should be able to attack them without the civ declaring war on you. Have not yet seen the AI remove units after making an agreement to respect borders.
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Maquiladora
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As long as it doesnt settle inside my borders (which it isnt programmed to do in the unmodded game) then i dont mind where it settles if we're at peace, even if its surrounded by my cities.
The thing is though, that ive seen the AI declare war by breaking the no-tresspass rule. So would the AI declare war before it entered your borders again? Because if it was impossible for the AI to move inside in "peacetime" then it would have to declare war beforehand, hence, no surprise attacks from the AI. Thats, of course a bad thing. But when ive made a peace treaty with someone, i like to know that theyre not hatching a plan somewhere inside my borders.
I know that it has to backstab the human sometimes, but it should move out at least when its a peace treaty.
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:14
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quote: Hex explained that the AI in Cradle was so untrusworthy because in Ancient time diplomacy, ...well there wasnt much, it was just war or not war. But im not sure if thats because he couldnt make it have peace and use the Frenzy script at the same time.
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The frenzy AI could be one of the reason but not close to be the mainly one.
According to the numbers in the CRA_goal.txt specially for AlliedValueBonus and EnemyValueBonus values I am sure Hex did wanted to make a backstaber and a untrusworthy AI.
If he did had a not noble reason to the "just war or not war" thought it is because the diplomacy isnt that easy to handle. I am guessig that because oppose to the really revolutionary changes in strategies he was very conservative in diplomacy .
Still he did had a lot work in the strategy/goals texts to improve this "just war or not war" AI.
Last edited by Pedrunn on 05-10-2002 at 18:25
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