 |
|  |
 |
|
Dimension
|
 |
Columbus OH
Feb 2001 time: 00:24
|
|
You know, whenever you're in a war, one of the diplomacy options is:
"Our troops are approaching your cities. Perhaps you would like to discuss peace terms?"
or
"Our troops approach your cities. Do you wish to discuss peace terms?"
or
"Our troops approach your cities. I urge you to discuss peace terms while there is still time."
I've never seen one of them work, though. I'll attack a civ, take some cities, and try it, but it never works. I've taken 15 cities, leaving a civ with just one left, and it still doesn't work.
So, since Firaxis has patched Civ3 so this option never works, what's the point in leaving it on the diplomacy screen? Now that I think of it, I don't remember having any civ ever contact me asking for peace in the last few patches, either. It's a little ridiculous.
Every time I take a few cities and contact a civ, they'll give me all their tech, all their money, and sometimes even a city. This obviously means they're pretty desperate for peace.
This should be seen as a bug. It makes no sense that you can contact someone and ask them to discuss peace terms, and they say, "No, never!" then in the same exchange you offer to trade them a peace treaty for every single thing they've got and they accept.
Also, they seem to have gone too far in fixing that little bug that used to let you get huge amounts of gold per turn. Now you can almost never get gold per turn out of the AI. If the AI has 500 gold, they'll give you all 500, but they won't give you 1 gold per turn for 20 turns. That's stupid! I assume this is because the AI won't give you more gold per turn than it has surplus per turn, and the AI doesn't usually have much surplus (especially in the first half of the game). That's a nice quick fix to the bug that let you get 999,999 gold per turn, but it's still stupid that the AI would rather give you 500 gold than 1 gold per turn for 20 turns.
I love Civ3, but it seems like when Firaxis patches something, instead of fixing it, they just remove the problem part entirely, making the game more narrow.
|
|
|  |
 |
|
Bluefrog
|
 |
Just east of nowhere.
Dec 2001 time: 00:24
|
|
When I trade my excess goods to the AI, I usually prefer getting a large amount upfront, then with a smaller gpt. Even though the option of having a higher steady flow of cash changing hands over 20 turns is very appealing, the AI has this nasty habit of breaking those deals by starting a war a few turns into the deal (especially if you max out the gpt, to bankrupt it). It would be safe to assume that the AI’s behaviour is largely due to the fact that it can assume the human would do the same thing.
Which, by and large, is true. I’ve done it…not lately, but when I first started playing, I’d make these deals where I get tech for a high gpt, then start a war. There is no penalty, aside from rep. With luxuries and resources, it’s a little different…you break the deal, you no longer get the benefits of the deal. With techs, though, it’s different. You break the deal, you don’t lose the tech. There are no reparations to be made after the war is over. No payment of what is past due, with or without interest…the debt just goes away. Sure, your rep is tainted, but if you come out ahead in tech does it really matter that much?
Now, I play primarily “clean” games. Unless something unavoidable happens, like a triggered MPP, I don’t break deals. When I declare war, I do it when there are no treaties or deals between me and my target, and none of my troops are in their territory. I’m not a peacenik, but if you handle your wars within the worldwide accepted protocol, then I’ve found the gpt deals will still be there, attitudes can be changed for the better pretty easily, and so on.
As for the “our troops are nearing your cities” option, I’ve had it work with the latest patches. It works more often if you wait a few turns while taking no more cities. You can nearly always get more than they initially offer, often including low-pop cities. It’s silly, however, when they say “No way!” and then turn around and agree to peace terms in a different screen.
My thoughts are that this is a pride, and possibly reputation, issue. Think about it on a schoolyard level for a second. You’re getting the holy hell beaten out of you. In front of your friends. The guy inflicting the beatdown stops for a second, and says, “Gimme your lunch money or I’ll pound you some more!” There are occassions where you’d admit defeat in front of everyone, but not many. More times than not, you’d say something like, “F you!” The kids around you would cheer, some may start rooting for you. Now, if you submit, the other kids would think you’re nothing more than a punching bag. However, the fighting may occur away from everyone’s eyes…they’d hear rumours of it, sure, but wouldn’t know exactly how it ended. This is how I envision the “I’d like to make a deal” (or whatever it’s called…I’m at work, heh) option. The fight stops without anyone really knowing the outcome. It would be easier to accept peace terms like that, even if you are giving up your lunch money for life, at least the only people who would know would be you and your assailant.
And the same goes for the “we have extended ourselves” option…it’s like the bully saying, “Man, let’s just stop this fight. I’m kicking your ass, but I’m getting tired,” in front of everyone. It would change how some people think about him.
That would be one change in the game that I haven’t seen mentioned here…we see who declares war on whom, but not how the war ends, with the exception of total annihilation. It would be nice to see “the Romans cower under the Mongol horde, becoming naught but their lapdog. The war has ended!” in a popup. 
|
|
|  |
 |
|  |
 |
|
MiloMilo
|
|
That would make sense HL: attacking someone inside your borders=defending, so no activation of the MPP. I've also gone to war with someone in an MPP and had their partner declare war on me before any fighting happened, which was weird. Now that I think about it, though, I may have had units in their territory. So entering a civ's territory also activates MPP?
w/r/t "Our troops approach your cities," I think Catt has it right: you actually have to approach their cities, ie have a threatening number of units within one turn's striking distance.
|
|
|  |
All times are GMT. The time now is 05:24. Apolyton Time is 00:24. |
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
|
|
|
|
|
|