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jsw363
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quote: Originally posted by dexters
Hewheheheh.
Theseus, I noticed that the AI stays on furious for a LONG time when you've captured on of their cities. This happened to me with the Japanese. I captured 2 cities, a Japanese island city off my coast a city on their mainland. I joined ALL the japanese workers I've captured into the city I was about to leave and gave it to japan. They accepted, but remaiend furious. It wasn't until something like 30 or heck maybe 50 turns later that they became annoyed. |
I gave a French city to the Greeks and they weren't too pleased either. You'd think that the gift of a city would do something to alleviate the tension between two nations, but I guess not...
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steven8r
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of Central Texas
May 2002 time: 23:20
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I had a similar thing happen to me. Japan got po'ed at my failed attempts to install a spy and declared war on me. I was pretty weak at the time so I bribed America, Iroquois, Russia, Egypt, and some others to help me.
I actually did very well against the Japanese. They had a bigger army, but mostly samuri and/or infantry. I was just beginning to crank out Panzers like mad. I took most of the Japanese cities and never lost any of my own cities. As soon as Japan was wiped-out, all of my allies became Annoyed w/ me. All of them canceled our MPP (which had sprung up during the war). I asked what it would take to renew the MPP and they said that 'After what I had done to the Americans, they couldn't trust me.' I hadn't done anything to the Americans except continue to sell them techs.
In fact, the Americans were the only ones who dropped to Cautious with me. Everyone else was Annoyed or Furious. A few turns later and a few more tech trades w/ America and they were back to Polite. Everyone else still thinks that I betrayed them or something.
However, now that I have most of the Japanese cities, my empire is doing quite well and I'm not afraid of any 1 of the other civs. I just don't want 'em ganging up on me.
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dexters
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Vancouver, Canada
Nov 2001 time: 05:20
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I think any country would be po'ed at its allies given such circumstances. It's probably more a reflection of your barbarity in wiping out an entire civ, coupled with other factors--if you became the overwhelming superpower #1 number uno, head honcho, top dawg, the AI will hate you for it. Even your allies.
Same thing happened to me when I wiped out the Germans in a continent I was sharing with them and the Zulus. The Zulus, who were polite up till then, dropped to furious and declared war, before I was ready to attack them. That move probably save them from total annihialation. Although we engaged in 4 more wars, I never did manage to crush them entirely, as I had other Civs to contend with.
It's a rather nice move by the AI, almost as if it predicted I was going to take them out, which I was going to... after I prepared an army. Something I never got to do. The first war infact ended in a stalemate, but essentially, the Zulus, through that single move of declaring war on me, won by making so that i could not take their key cities. I got a few on the fringe, which were going to flip to me culturally anyways.
Of course, one key difference is that I wasn't allied with the Zulus, just close friends, with me giving them 5 gold per turn to pacify them as I wiped out the Germans. Without alliances, ROP or anything like that, their mood was unaltered.
Last edited by dexters on 02-07-2002 at 06:04
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Fitz
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& Anarchist
Mar 2000 time: 21:20
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Steven, yes, it was because you signed a peace treaty with the Japanese.
Reread the thread. 
To summarize:
If you sign an allaince and later sign peace with the target of that alliance without first canceling it, you will have betrayed your partener. You cannot cancel an alliance within 20 years of signing it.
If you sign an MPP, and either you or another civ goes to war because that MPP is triggered, you cannot sign peace with the triggering civ without first canceling the MPP, or you will have betrayed your partner. You cannot cancel an MPP within 20 years of having signed it.
In other words, if you sign an MPP and want to keep it, destroy the civ that triggered it, or better yet allow your ally to take the last civ so that they get the "wipe out" on their record. Or let your MPP partner sign for peace first, although that may cancel the MPP (not sure).
If you sign an alliance or MPP and don't care about keeping them, but do want your rep to be intact, be prepared for 20 years of war. When the 20 years pass, call up your partner, cancel the alliance/MPP, then call up the offending civ and get a peace treaty.
MPPs are somewhat superior in this regard, because they hold for 20 years after the signing, not 20 years after the war breaks out. I personally grab MPPs as soon as I am sure I will be shortly attacked by another civ. This usually gives me 5-10 less years that I am committed to war. Especially since that MPP can be a deterant that delays the enemy civ for a few years (or at least it appears that way, not sure thats really coded in).
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