 |
|
Bereta_Eder
|
|
One of the things that worked fine in Civ 2 but was totaly unrealistic was the option to instantly have your troops return to the closest city if another civ demanded you to and you accepted.
I don't think this created any problems in the balance of the game. Actually it was pretty exploitable too in a lot of circumstances.
But I can't help feeling that this sudden and immideate return of troops is completely absurd.
Do you think it should be changed in civ 3?
|
|
|  |
 |
|
Kevin Ar18
|
|
How about the comp automatically sets a route back to your territory if you agree to withdraw troops.
As turns go by you will not have control over those units till they return to your territory.
I tell you what, you'd be a whole lot more careful about doing that.
Of course you should be able to cancel their path back, thus threating to break your treaty.
|
|
|  |
 |
|
tniem
|
|
Hope College
Apr 2000 time: 00:14
|
|
Welcome back paiktas, glad the lag didn't keep you from posting on the civ forums here.
I concur on this issue. Unrealistic. With new diplomacy options and the proposal from Kevin, it can easily be solved.
|
|
|  |
 |
|
Bereta_Eder
|
|
At least the airlift has some sort of justification =airplanes (doh!)
|
|
|  |
 |
|
Bereta_Eder
|
|
I too like Kevin's idea. I think that was what was intented to be done by the creators but they didn't manage or didn't have the time to implement it.
There are some points where it could be difficult tho. An island where all squares are city squares of another civ... If transport ships come intoplay I think it can be difficult, but again this is the only realistic way.
|
|
|  |
 |
|
colossus
|
|
Hong Kong
Nov 1999 time: 05:14
|
|
I think the solution would be simpler if we scrap the idea altogether.
How about this:
A civ can make a demand to B civ that all unallied military units leave their territory within 2(maybe 3) turns. After 2 turns, if there are still B civ's armies inside A's territory, A civ automatically declare war without suffering diplomatic/cultural penalty. But how to retreat those units is B's matter. As a last resort, B may be forced to disband them if unable to ship them away.
|
|
|  |
 |
|
tniem
|
|
Hope College
Apr 2000 time: 00:14
|
|
quote: Originally posted by colossus
I think the solution would be simpler if we scrap the idea altogether.
How about this:
A civ can make a demand to B civ that all unallied military units leave their territory within 2(maybe 3) turns. After 2 turns, if there are still B civ's armies inside A's territory, A civ automatically declare war without suffering diplomatic/cultural penalty. But how to retreat those units is B's matter. As a last resort, B may be forced to disband them if unable to ship them away. |
That or you could work some type of diplomatic negotiation where you can keep your unit in their territory in exchange for payment or something for an extra number of turns before you can leave the territory. I like the idea colossus.
|
|
|  |
 |
|
colossus
|
|
Hong Kong
Nov 1999 time: 05:14
|
|
quote:
BUT what happens if the AI gives me 5 turns to pull my troops out and instead I use those 5 turns to pour tons of troops in before they declare war? I think they should AUTOMATICALLY declare war on me if I add any units when told to pull out.
To prevent such stuff, we really need a border between civ to delimit the extent of military activity. Incursion to no-allied civ's border should trigger war immediately. Then the pulling back of troops are restricted to cancellation of alliance.
In civ2, representative governemnts(for human player) often suufer in ceasefire when enemy civ's units coming near the gates of cities without means of declaring war(they refuse peace and we have no option to insist armies leave). Consider how ridicolous it is when we have to maintain the peace when we see enemy's canons are pointing to our city gate.
|
|
|  |
 |
|
Kevin Ar18
|
|
That makes me think colossus...
Somewhere in CivIII diplomacy there should be an option when making treaties to let them know that if they even enter your territory that war will automatically be declared.
This will of course hurt your friendship with whatever civ you make that agreement with (even if you agreed not to come into each others territory), so you might only do it to people you dislike.
Last edited by Kevin Ar18 on 29-05-2001 at 09:36
|
|
|  |
 |
|
|
quote: Originally posted by Big Crunch
Its no more ridiculous than the airlift order which could transport a unit half-way round the globe in one turn. Are they getting rid of that too?
If you have an automatic path, the units shouldn't be sent all the way home, just out of the other civs territory. |
I somewhat agree.
The offending unit should be given the option of retreating out of the other civs territory. This should be accomplished by having a goto order executed having the unit being ordered to move in the direction in which he entered the area to an area just outside the other civs territory. The civ whose territory was offended would allow the unit to take this course and would not consider his actions as a threat or a breach of treaty unless the units goto order was cancelled. The unit would have the option at the beginning of each turn to either continue with the goto order or to belay those orders with new ones that may cause the other civ to declar war or whatever. This would give semblence to the unit actually being escorted out of their territory in accordance to their predescribed movement rate, no matter how many turns it took to obey the goto order.
This would seem like an actual occurance in real life, rather than magically transporting the unit all the way back in only one turn, which is ridiculous
|
|
|  |
 |
|
Kevin Ar18
|
|
quote: The unit would have the option at the beginning of each turn to either continue with the goto order or to belay those orders |
Good idea
|
|
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|