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Brundlefly
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United States
Nov 2001 time: 00:29
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When I play, I handle each turn the same way. At the beginning of the turn, I get into the diplomacy screen and make or break deals. Next, I move the units. Last, I make any adjustments to city production.
I think that I'm like most people - I like to play with 16 civs. Once all civs have been discovered, this can make the diplomacy part of the turn very time consuming. It doesn't need to be that way, but because of the graphic interface Firaxis provides us with for Diplomacy, it really detracts from the game.
I have some ideas for making Diplomacy Screen better:
1) Get rid of useless diplomacy options. Like on the initial contact screen when you contact a civ with whom you are at war. Do the options "Our troops approach your cities..." or "We have overextended ourselves...." yield any different results than just going right in and working a deal? And "Lets exchange World Maps\ROP..." from this screen will never get you a better deal than going inside and negotiating, so why bother with it here?
2) Tell it to me straight. If The Domestic Advisors advice of "We're close to a deal" is useless if a civ will not accept a deal other than "This is acceptable". So, if a civ has 120 gpt available for trade this turn, then show it on the screen, don't make me type in guesses for 5 minutes. Also, when putting something on your side of the table and choosing "What would you offer for..." or putting something from the civ on the table and choosing "What whould you need for...", make the civ give its absolute best offer. Right now, you have to tinker with the civs offer to get the true "best".
3) "They would never accept such a deal". If a civ will never trade its last resource "Furs(0 left)" don't present it as an option. Also , if a civ will not trade or gift you a city unless you are negotiating peace and have troops inside one of their city's radius, then don't present them as a trade option. Don't present military alliance choices that will give this response either.
4) PTW and Conquests F4 screen needs to be changed. If you only have 8 civs in the game, this screen is fine. However when you need to see the relations between 16 civs all at once, it is a pain to select one of the leaders and swap him 8 times with another leader face. Simply redesign the screen to fit 16 smaller faces.
4) CTL-D dimplomacy menu has to go. If the F4 screen was right, you could do all of your diplomacy just by going in and out that screen. Instead, you use ctl-d menu to select your civ. When you're done, you have to hit ctl-d again and arrow down to the next civ. After you do this 14 more times, your done for that turn.
Almost forgot - you can hit that tiny "D" button in the bottom right of the screen instead of ctl-d. You know that button, the one that you clicked on just a hair too far to the left and accidently ended the turn that time...
By the Middle Ages, these Diplomacy Screen shortcomings really bog down the game. If these thing were fixed, my Civ3 experience would be better. Just my 2 cents...
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Shogun Gunner

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Potomac Falls, Virginia
Oct 2000 time: 00:29
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Reading these comments reminds me how far AI and diplomacy has come since Civ I and Civ II...
Just for kicks, I've tested the logic of the program by offerring a variety of deals.
For example, I asked what the computer AI would want for one of their cities (size 1). It was the newest of their 30 cities. I offerred seven techs, all my luxuries and ALL of my cities (except capital of course)....and yes, the AI carefully weighed the offer and rejected it!
Another game, the computer AI wanted to offer me a tech. He asked for one of my techs and 600 gold. I countered with my tech and 200 gold...and upped it increments of 50...He kept saying "no" until it hit 600. Obviously, this was his magic number. I declined the trade, spent some gold until I had 50 in my treasury, asked for a meeting and tried to work the same trade - which he took but with only 30 gold! Why would he accept 30 gold when he would not accept 599 gold just moments ago? Obviously, the logic/programming is based on what I have in my treasury, but that probably could be better.
Many more examples of illogical decision making....
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Mad Bomber
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Columbus, Ohio
Nov 2002 time: 00:29
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quote: Originally posted by Shogun Gunner
Reading these comments reminds me how far AI and diplomacy has come since Civ I and Civ II...
Just for kicks, I've tested the logic of the program by offerring a variety of deals.
For example, I asked what the computer AI would want for one of their cities (size 1). It was the newest of their 30 cities. I offerred seven techs, all my luxuries and ALL of my cities (except capital of course)....and yes, the AI carefully weighed the offer and rejected it!
Another game, the computer AI wanted to offer me a tech. He asked for one of my techs and 600 gold. I countered with my tech and 200 gold...and upped it increments of 50...He kept saying "no" until it hit 600. Obviously, this was his magic number. I declined the trade, spent some gold until I had 50 in my treasury, asked for a meeting and tried to work the same trade - which he took but with only 30 gold! Why would he accept 30 gold when he would not accept 599 gold just moments ago? Obviously, the logic/programming is based on what I have in my treasury, but that probably could be better.
Many more examples of illogical decision making.... |
First off a CIV cannot trade a city unless it is negotiating a peace treaty (extortion). When CIv 3 first came out you could trade a city in normal diplomacy, but many would use this as an exploit and was changed in a patch (1.14f IIRC.) On your trade where it would accept less gold, its possible you or another civ researched the tech and cheapened the cost of the tech.
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