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Coracle
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That kind of crap happens because the braindead AI holds stupid grudges for millennia over even minor stuff, and sometimes things you never did!
If it doesn't like you it is so spiteful it would refuse fabulous deals that could really help it.
Duh.
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Random Passerby
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Due to exploits that cropped up in the game, the Firaxis team made it so that the AI will only even consider giving cities in exchange for peace treaties. While I do feel that it's a good thing to close the loopholes they did (sell a city, re-take it, sell it again was one of the general tricks they were trying to stop, I think), I really wish they hadn't done so at the expense of legitimate city trades. It's clear that the city-valuation code is still there, because if you're trying to get an AI civ to cede some territory for a peace deal you'll often see different cities being valued different amounts (resources, distance from capital, and size seem to be major factors), and if you give a city as a gift it will still register as a gift of a certain value.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:19
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It would seem to me that the simple fix to this problem, which would close that loophole whilst still allowing legitimate trade, would be either:
a) have the A.I give proper consideration to a city-city trade 1st time, but have it almost ALWAYS reject a second trade of that same city (except for a peace deal).
b) once you have traded a city, have a lag of about 10 turns before you can re-trade that same city.
Possibly a combination of the 2 might be even better!!
Anyway, just my $0.02c worth.
The_Aussie_Lurker.
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Dominae
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I agree with cyclotron7 (and others voicing the same opinion): refusing the offer in this case is the "right play" by the AI.
If this were multiplayer, and I had two cities left, I would never give away an advanced tech (Rocketry being the most important tech in the Modern age...) for anything short of a batallion ready to dig me out of the hole I'm in.
The fact that these "extreme trades" seem ludicrous is that the human player expects the AI to give them something every time an offer is made. The fact that the AI is hard-coded (actually, I don't know if this is a fact or not) to reject any trade under certain circumstances is a commendable game feature.
The fact that that AI is sometimes unwilling to give in is not "stupid", it is simply inconvenient for the human player.
Dominae
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Dominae
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I'm not trying to defend the AI in general, just the AI's play in Theseus' example. There's simply no reason for a 2-city civ to want 8 luxuries and a couple of outdated strategic resources ("No, we don't need any Iron; our Infantry wouldn't know what to do with it anyway..."). This is especially true if the human player is gaining a permanent asset (Rocketry), while the AI will probably be wiped out the next turn anyway.
Edit: It seems I've bent Theseus' example to support my argument. However, I think my point is still valid.
Dominae
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Yolky
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Ontario Canada
Oct 2001 time: 00:19
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If youi can't reach rocketry yet, you wouldn't be able to get it. You have to have the prerequistes first to enamble to trade it.
Davor
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ahenobarb
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Not to bother you with the gory details of a game, I had. here are the highlights:
Huge map, 9 civs
Never had even a battle with another civ, only barbarians.
traded tech freely
shared resources
built up inferior civs with generous gifts
All civs in the game are Polite to me
going for cultural victory
"compared to these guys we have a stong military"
it's 1864
The Romans, who share a border, I had been sheparding through through the game: We want a MPP, or die!
Sure, whatever. I give it to them.
next turn: Romans DECLARE WAR!!!
next turn: 15 of 35-40 Romans cities fall to me, Rome won't negotiate peace (Heck I don't even want their cities)
Next turn: 7 cities, refuse to acknowledge envoy
next tuen: 7 cities, refuse to acknowledge envoy
next turn: all remaining cities but one, refuse to ackowledge envoy (I'm a democracy so I'm starting to get war wariness)
next turn: Romans are dead, solves my war wariness problem
Q: On what scale of logic does it make any sense for the Romans to attack me. I have been their patron through the entire game. I thought someone else had instigated them, but everyone is polite and as I said I never even fought anybody. I had 2x the cities as the romans and 175+ cavalry, the romans had nothing comparable.
What's up with that? 
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Dominae
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In "realistic" terms, you could explain the AI's behaviour as "wanting a share of the pie". Although it goes against most sound strategy, it's sometimes difficult not to target the most successful/wealthy civ around before the weaker ones.
In the Industrial era, in order to eventually ensure a nice lead in the space race, I'll often attack the strongest AI civ (and try to bring as many other civs into the battle as possible, via MPPs) just to force them to focus on military rather than science and economy. Usually I'll end up with an extra couple of luxuries, some nice peace negotation spoils, and a few nice new cities. These wouldn't be present if I simply beat up on the poor Zulus.
It's pretty clear I'll do this whether the strongest AI has been nice to me over the ages or not; strategically it's a good decision, so I stab them in the back (yeah, I've got no honour...it wins me games).
The real problem in your example is that the Romans failed in their grab for power (which, incidentally, does happen in real life). Also, I must concur that there is a problem with the AI not knowing when to stop it's warmongering ways; as the Romans were getting beaten pretty handily, they should have realised peace was the better option at some point.
Dominae
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ahenobarb
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I guess they had the best chance going for me, since i was closest but sheesh!
I think Civ III is programmed so that wars have to go on for 5 turns or something before they can end. In which case, Rome might have wanted to take that into consideration.
I really wanted to see if I could go a whole game without fighting anybody (you outta get extra points on your score for that), but I guess it goes to show there's no prize among nations for being the nicest.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:19
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Didn't you notice yet, that the AI is willing to pay the more for your luxuries, the more citizens it has. That's the reason, why you often can negotiate better prices for your luxury sales every 20 turns, because the AI civ has grown. This has nothing to do with "it can afford more", a civ with less citizens can be rich too. The value of resources/luxuries grows with the number of citizens you can supply/make happy.
Now back to Alex: Theseus' Japan is much bigger than Alexanders Greece. For Greece, resources and luxuries aren't worth much converted to gold, because he has not much citizens. Theseus has to pay Alexander's prices, and, because Alex doesn't evaluate luxuries very high due to less citizens, Theseus failed. If Greece was the same size like Theseus, I'm sure 2 luxuries or 1 resource would be enough.
For the AI, prices depend on the number of citizens. I noticed this many times in my games.
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Dominae
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ahenobarb, you can go the whole game without fighting anybody. I've done it (especially easy in an OCC game...I think they dislike you if you're militarily superior to them). However, there is not sure-fire way to play an entirely peaceful game in Civ3, which is a good thing.
Didn't you know? AI civs that declare war on you out of nowhere is part of the fun! Seriously now, peaceful games should be a rarity because they're boring; the AI is designed around this fact.
Dominae
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Dominae
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What Sir Ralph says makes a lot of sense. Perhaps the best explanation of what was going on in Theseus' game.
Dominae
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