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Jumping Choya
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I'm playing as the Germans, and due to a few strategical errors early in the game (stayed in despotism way too long, and I wasn't getting enough money to buy techs off the other civs), I'm way behind in techs. So, I go for techs the old-fashioned way: beat the crap out of the English to the north.
So, I reduce them to one city and I ask for all of their techs. The problem is, they have a raft full of techs that come after those, and the problem is, I can't ask for those in a peace negotiation. I can only get the techs immediately after mine. As a result, I only caught up halfway to the AI in terms of techs.
I think that, if possible for a patch, Firaxis could change things a bit so you could get ALL of their techs, not just the ones you could research next (i.e., for the Industrial age, if you don't have Steel and Refining, and the AI also has Combustion, you should be able to get combustion as well if you got Steel and Refining.)
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:19
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I agree that this is annoying, but it would just be too easy to take out one weaker civ and then automatically catching up with everyone else. What I usually do is take them down to a couple of cities, to the point where he will give everything, then a few turns later, I attack again hoping that he will give everything again. And if not, he's dead and no problems from flipping.Then I move to the next target to do the same thing.
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Boris Godunov
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Portland, OR
Aug 2001 time: 00:19
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The Peace negotiation is weak, though, in general.
Examples:
I'm Germany. I go to war with Greece. I go to Persia and sign an alliance with them against Greece. We kick Greek butt. Greece comes begging for peace. Now, under the current system, if I accept peace with Greece, Persia considers this a break of alliance and my reputation gets stained. That's a crock. Stained reputation for making peace?! I think that once the person who initiated the alliance makes peace, the alliance should be peacefully cancelled, regardless of the turns. The arbitrary 20 turn number is stupid. Just make it for until I decide to make peace!
And, say I have a MPP with Persia. If I make peace with Greece, the next turn Greece attacks Persia, so then I automatically go back to war with Greece. I can't even be evil and renege on the pact. Again, that's BS. When negotiating peace, you should be able to make the opponent make peace with your allies at the same time. They did this in SMAC, so why not in CIV3?
The current peacemaking rules ensures a lot of cyclical warfare that really messes up the civ balance.
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wrylachlan
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quote: Originally posted by Boris Godunov
Yeah, you should be able to force a defeated enemy to give stuff to allies, too. And you should get a big rep boost with that ally if you do.
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Or if you are in a Military Alliance against a nation and you enter peace negotiations your allies are automatically present and you must do three way bargaining.
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wrylachlan
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quote: Originally posted by Boris Godunov
Seems fair, but could make it impossible to make peace. I kinda like the EU model that he who starts the war is the "leader" of the alliance and therefore is in charge of making peace. |
But having three-way (or more) bargaining would allow you to bargain towards contiguous cities. If you and your allies have just defeated germany and the cities you have captured are scattered in-between the ones britain captured, it would be nice to be able to easily trade so that you now control a group of cities that is all together.
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wrylachlan
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quote: Originally posted by Boris Godunov
Yeah, but you can do city-swapping later, can't you? |
Yes you can do city swapping later, but the AI is notoriously unwilling to swap cities.
Also if you've just taken down a civ of say 45 cities between you and your allies, thats a lot of city swapping. Doing it in the trade screen would involve writing down the names of the cities on a piece of paper, or maybe printing out screen shots, then doing some trades, then based on what they were willing to trade going back to the map to see where you are. It would be a seriously tedious process if the allie actually traded cities which is not at all guaranteed.
I think it would be much more elegant (though probably more difficult to code) to have a screen with a mini-map of the territory in question and the ability to see what's on the table and what that does to the borders. Also you would need to program into the AI some preference for contiguous cities. The AI would also need to understand that if a resource is outside a cities border, that that city will have the resource in a very few turns and value that city higher even though the resource isn't inside the borders now.
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Boris Godunov
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Portland, OR
Aug 2001 time: 00:19
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quote: Originally posted by wrylachlan
Yes you can do city swapping later, but the AI is notoriously unwilling to swap cities.
Also if you've just taken down a civ of say 45 cities between you and your allies, thats a lot of city swapping. Doing it in the trade screen would involve writing down the names of the cities on a piece of paper, or maybe printing out screen shots, then doing some trades, then based on what they were willing to trade going back to the map to see where you are. It would be a seriously tedious process if the allie actually traded cities which is not at all guaranteed.
I think it would be much more elegant (though probably more difficult to code) to have a screen with a mini-map of the territory in question and the ability to see what's on the table and what that does to the borders. Also you would need to program into the AI some preference for contiguous cities. The AI would also need to understand that if a resource is outside a cities border, that that city will have the resource in a very few turns and value that city higher even though the resource isn't inside the borders now. |
Some very good ideas. The problem I see is what about dealing with an ineffective ally? Say I got Civ X to join me in a war against evil Civ Y. However, I do the lion's share of the war and capture the cities by myself, with little help from X. Then, going into that 3-way peace deal, unless I give X stuff (and they'd probably want a lot) then they'd refuse to make peace with Y, hence effectively vetoing my peace. Then I'm forced to do the same thing that happens now, which is p*ss off X to make peace with Y!
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wrylachlan
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quote: Originally posted by Boris Godunov
Some very good ideas. The problem I see is what about dealing with an ineffective ally? Say I got Civ X to join me in a war against evil Civ Y. However, I do the lion's share of the war and capture the cities by myself, with little help from X. Then, going into that 3-way peace deal, unless I give X stuff (and they'd probably want a lot) then they'd refuse to make peace with Y, hence effectively vetoing my peace. Then I'm forced to do the same thing that happens now, which is p*ss off X to make peace with Y! |
I see this as two stages:
1. Make Peace
You make peace individually, but it works like this -
- You do your peace negotiations.
- Tour ally is immediately informed that you have made peace.
- Your ally can decide if he wants to make peace or not.
- If an ally decides to continue a war after his ally makes peace he takes an attitude hit with the other civs.
- If your ally decides to make peace he finishes his own negotiations and together you proceed to stage 2
2. Divide the spoils
This is only available to Military Allies who declare peace on the same turn. This is the screen with the mini-map that allows you to trade around captured cities and adjust your borders correctly. Essentially this would work exactly the same as trading currently works, except that you could see what you are doing in terms of the map, and it would allow three and four-way trading. Also during this screen, and this screen only, the AI would heavily favor trading cities to achieve contiguous borders.
I think the defeated civ should also be in this screen with the option of giving up some of its random outlying cities stranded by the war in exchange for cities close to its capital.
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