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Everytime I make a peace treaty it can be broken right away
Published on April 2, 2006 By starriderOU In Galactic Civilizations II
I hate pointing out other games, but this has been an issue/exploit that both the AI and I can use (and the AI uses it all the time): Get a peace treaty , and extort techs/money out of opponent. Wait 3 turns (or less). Attack. Rinse and repeat.

In Civ4, if you sign a peace treaty, you have to wait 10 turns (i think its 10 turns) before you can attack again.

If you give tribute as a means to secure a peace treaty (either you OR the AI) you should have at least some sense of security they won't attack the next turn or two.

Comments (Page 2)
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on Apr 18, 2007

Hmm, did anyone ever patch this? I think it's a great idea to have a peace treaty for a minimum number of turns. One penalty for breaking it could be like a -10% cumulative diplomatic penalty or something like that... ?
on Apr 18, 2007
Realistic? This isn't poker. Hitler and Stalin didn't put any money into a pot when they signed their non-agression treaty. And having a treaty didn't stop Hitler from attacking Russia once it suited his purposes he broke it at will. It may be annoying, I'm sure Stalin thought so, but making sure your military can handle your enemies (and perhaps your "friends") might be a better strategy than putting your faith in the good will of an AI.



Actually Since Stalin decided to execute half (or was it more than half?) his high ranking military personell, severely weakening his country, Hitler got tempted to take advantage of the situation.

So therefore in Galciv, yes if somone become severely weakened, that could be a legitimate reason to break an alliance.
on Apr 19, 2007
Hi!
For example, i made peace with the Degrins, who were kicking my butt. Peace cost a lot, but I was willing to pay for it. 3 turns later (no joke, 3 turns) , they ATTACKED ME!

Arceans attacked me the very next turn we signed peace treaty. OFC I felt cheated. 've exterminated them lately with great pleasure.

BR, Iztok
on Apr 19, 2007
AFAIK in Dark Avatar, the diplomacy contact limits prevent you from immediately breaking treaties.
on Apr 19, 2007
AFAIK in Dark Avatar, the diplomacy contact limits prevent you from immediately breaking treaties.


I hate to disagree with an Avatar, but the diplomacy contact limit does not prevent you from breaking peace treaties. You don't need to talk to someone to attack on the next turn, you just take an aggressive action (invade or destroy a ship). In fact, not any kind of treaties - if you sell a research treaty and then attack on the next turn, it is gone as well. You do take a "-- they don't trust us" negative diplomacy modifier, however.

The diplomacy contact limits also don't prevent declaring war and signing peace treaties on the same turn, if you are a little clever. If you attack someone you can't talk to THEM on that turn because of the outbreak of hostilities. But, for instance say I attack the Drengin on turn x. I take a few planets, and want to be done fighting. On turn x, or even x+1, the Drengin won't talk to me. But I can sell a peace treaty with the Drengin to say the Korath on turn x. Effect: wars started and stopped simultaneously within one turn.

Hope that helps.


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