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#1 |
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Lord Viscount of Vichy
Join Date: Nov 2001
Posts: 100
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Diplomacy Hole : Non-Aggresion
Wouldn't it be great if you could have non aggression pacts with a Civ?
This would mean that you are not at war and you are not their ally. So if they are attacked you don't have to defend them, but at the same time you know that they will not attack you (atleast without getting a rep hit) What do you think? Any chance Fireaxis will even listen to ideas like this?
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#2 |
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Warlord
Join Date: Nov 2001
Location: Upstate NY
Posts: 150
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How is that different than a peace treaty ?
__________________
If you aren't cheating then you aren't trying. |
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#3 |
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Everything Random
Join Date: Feb 2002
Location: Scotland
Posts: 91
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It would be like an MPP but you only get brought into the war if the civ you have the pact with is attacked not if that civ attacks someone else.
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#4 | |
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ACME Salesman
Join Date: Dec 2001
Location: Columbus, OH
Posts: 614
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Quote:
However, one thing that would have to be done to make this work correctly is that after 20 turns you are forced to renew it or discared it. That way when it is effect, you can't just end it and declare war. Or another way is that once you end the pact, you have a 5 turn wait before you can declare war with out a hit. |
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#5 |
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Immortal
Join Date: Feb 2002
Posts: 452
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MPP's work the same way. u don't get drawn into an MPP
unless the other civilisation attacks ur ally. |
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#6 | |
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Deity
Join Date: Aug 2001
Posts: 2,099
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Quote:
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#7 |
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Chieftain
Join Date: Mar 2002
Posts: 18
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I remember this pact used to improve relations with minor nations in Imperialism 2 isnt it?
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#8 |
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Catz!!!
Join Date: Mar 2002
Location: all your base are belong to us
Posts: 189
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LOL. Can a peace treaty really be improved?
Seriously, it sounds more like an NAP to me, just under a different name. |
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#9 |
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Chieftain
Join Date: Nov 2001
Posts: 71
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I would say if one needs a NAP to have no hostile actions between 2 countries the peace treaty is not very stable. I think a NAP treaty is less solide compare to a real peace treaty.
I would like to have more options in diplomacy too. I never use 'Right of passage' because settlers do walk over my land and settle where I have little space left. Maybe this could be assigned to military units only. One option for right of passage could be that you guide the units over your terrain or assign possible routes for them to avoid that they are everywhere in the end. Also at the moment this agreement is a bilateral one. Both sites are getting rights. I would like to force a weaker nation only to allow ME right of passage One option I would really like to have is 'Military help' without going directly to war. You can choose to support by money, units or resources. |
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#10 | |
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Brains, Beauty & st b*tch
Join Date: May 2002
Location: Pacific Northwest
Posts: 313
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Quote:
I stated earlier: If you are wanting to play a democracy or republic, stay the hell away from MPPs. A non-aggression pact is about as worthless as a peace treaty. If you got war reparations in conjunction with a peace treaty (I got 10/turn from Persia, and 40/turn from England), the peace treaty has to be renewed after 20 turns. Last edited by Trinity; Jun 19, 2002 at 12:57 AM. |
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#11 |
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Yumbo? Yumbo!
Join Date: Dec 2001
Location: Snack Food Capital of the World
Posts: 7,687
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The way a MPP works is that you are sucked into the fight if your pact member is attacked on his soil (well, his water counts, too). I've often had an MPP take 5 or 6 turns after my aggressive pact member starts a war before I get sucked into it.
I find them useful when I want to wipe one player out. I set up MPPs with everyone who will take them and make a war happen (usually by getting an alliance with someone whop won't become a pact member). I then position a sacrificial unit of the front.
__________________
"Perfection is attained, not when no more can be added, but when no more can be removed." The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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