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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:20
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Although I do feel that diplomacy has been substantially improved in Civ3, I can't help but feel that there are a number of options missing. Some of them were options in Civ2 and SMAC, whilst some occured in games like CtP 1 and 2:
These options might be:
1) Unit Trading and Land Trading.
2) Protectorates.
3) Improved military alliances. (Where you can station units in allied cities and fortresses etc.)
4) Fully-fledged alliances. (Share research, resources, and trade income).
5) Science and Environment Pacts.
I think that including these options would greatly enhance the depth of the diplomatic experience, especially with MP! Please let me know what you think!
Yours,
The_Aussie_Lurker.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:20
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Hi King,
I just thought that I should explain things a bit more:
1) Land trades would be either trading land squares for land squares, or purchasing land outright for cash, resources, units or technology (Think of the Louisiana Purchase!)
2) Protectorates in SMAC were different from the MPP. In a protectorate, if my memory has not failed me, a smaller civ essentially decides to give up it's freedom and become a part of your, larger and stronger civ. Those cities, however, still retain their former nationality and any city specific civ-traits!
3) This was one of the features I missed most between SMAC and Civ3! If nothing else, I'd love to see this come back! I also feel that allies should be able to repair their units in your cities!
4) I'm thinking more that, as allies, you will be much stronger than going it alone! It would incorporate the features of a military alliance, whilst virtually doubling eachothers research rates (plus one of you can research one thing, whilst the other civ researches something else!) Also, you are less likely to run out of strategic resources and/or money!!
5) The environment pact would involve both of you agreeing to reduce Civ-Wide pollution by X% before y turns has elapsed! This can be done by looking at the number of pollution icons you have in each city, and then changing production/improvements to bring this down!
Science pacts allow you to share research infrastructure, as well as an automatic swapping of all newly discovered techs between pact members!
6) I thought of another diplomacy option I'd like to see: Multilateralism. Essentially, you can intervene between two combatants to enforce peace, or sign diplomatic agreements with multiple civs at the SAME TIME! (Think Kyoto protocol or NATO)
7) Another diplomatic option that is missing is the "Cease Fire". Just one short of Peace, this will allow you to remain in a state of "Cold War" as your civs have merely "ceased hostilities". To differentiate Cease Fire from Peace. Territorial violations, pillaging and even sneak attacks should be achievable without a loss of standing with other civs!
Yours,
The_Aussie_Lurker
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jsw363
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quote: Originally posted by The_Aussie_Lurker
Protectorates in SMAC were different from the MPP. In a protectorate, if my memory has not failed me, a smaller civ essentially decides to give up it's freedom and become a part of your, larger and stronger civ. Those cities, however, still retain their former nationality and any city specific civ-traits! |
Hm, this sounds like an interesting idea. I would definitely like to see it in Civ. Is there a difference between this and a full alliance? Do you get to control the protectorate? What about a federation of states on equal footing?
I'm always for more diplomatic options, though I think that the human player can use them much better than any AI.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:20
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Hi jsw363,
The way I understand it, the full alliance is akin to a federation or Commonwealth, where all parties have an equal (or almost) standing. A protectorate might be closer to a Hegemony, i.e: A "first amongst equals" alliance.
Anyway, hope that helps.
Yours,
The_Aussie_Lurker.
Last edited by The_Aussie_Lurker on 03-07-2002 at 04:11
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Sean
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Auckland, New Zealand.
Jan 2001 time: 05:20
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I generally like the ideas, though some people have made good ponts about other solutions to the same problem. My big thing is that we should be able to have one way agreements in terms of ROP etc. IE, you might buy thr right to roam around one civs land, but not return the favour. At the moment we can not do this.
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:20
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Hi SabreWolf,
I don't think that having units of an ally in your city would be a huge problem, but only if it was clear within the diplomacy system that you could NEVER go from Alliance to War straight away! If you end an alliance, you should go to peace, at which point any units the Civ has in your cities would get expelled, either to just outside the city radius, or even to the nearest of his own cities!
At least, thats how it SHOULD work!!
Yours,
The_Aussie_Lurker.
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:20
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quote: Originally posted by UberKruX
yes. i should be able to trade units at the very least. selling 10 tanks to a human may be more wise than giving them oil and having them build 50 when your not looking.
i should also be able to trade workers if they are in ANY city, not just my capital. perhaps have it list them by city.
i'd like to see more treaties, but im doubtful i will.
also, a ROP shouldnt allow them to terraform my land (ie plant forests). perhaps a enw treaty would allow them to IMPROVE your land. this way i could pay an industrialist civ to build me a rail system in half the time it would take me to do it |
hi ,
, we have been asking that for a long , long time , .....
there should be the option to sell a unit either with or without the tech .
a port or barracks should help to fix damaged units from your allies , or do so at a certain cost , even if you are not in the war involved !
and there should be an other building like a port , maybe a naval shipyard should be put in , .....
have a nice day
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Verto

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quote:
1) Unit Trading and Land Trading. |
Land trading should definitely be in, but, while I liked unit trading in Civ2, it may need some rethinking.
For example, I could, in Civ 2, give 10 tanks to a civilization. But what if that civ did not have all the technology needed?
Would a country stuck in the Middle Age be able to use my panzers? Or would they learn the necessary technology by reverse engineering? I give them a battleship, while they are just learning navigation. They would have no clue about it, nor would they have the necessary resources to repair it.
Always looking for ways to expand. The Provinces of Germany...muawahaha. If you can't beat 'em, absorb em.
quote:
3) Improved military alliances. (Where you can station units in allied cities and fortresses etc.) |
Perhaps a sub-option? Once you agree to a basic alliance, it gives you the option for right of passage, allowallied units to garrison in your cities, ships to use your harbors/docks.
Of course, with PtW, there will be a limitless number of possibilites so far as alliances, trades, diplomatic agreements, etc.
quote:
4) Fully-fledged alliances. (Share research, resources, and trade income). |
The trade income is a good idea. The ability to borrow gold or take a loan, paying it back in X amt. of months/years/centuries
quote:
5) Science and Environment Pacts.
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Possibly a treaty where both civs agree to keep their pollution levels below a certain mark, or where both workers cooperate to clean up pollution within their borders?
Of course, any civ that tries to warn me about "global warming"..."MY SUVs ARE BACKED BY NUCLEAR WEAPONS!!"
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