Aussie_Lurker said:
I definitely feel that there should be a range of reputation-effecting events.
So, for instance, accidentally breaking a trade deal or treaty might lead to a small, short term loss of reputation (you simply aren't considered 'reliable').
A deliberate breaking of a trade deal or treaty should lead to a longer term loss of reputation OR a larger-but still short term-loss of reputation.
Outright backstabbing behaviour (like going to war with a partner in an MPP or just generally launching suprise attacks) should lead to a larger reputation loss. Then you would have Atrocities , the worst types of crimes a player can commit, and the type which cause both a large and sustained loss of reputation.
Of course, how much you actually lose-and for how long-should ultimately depend on how much you have in common with the civ in question-be it in terms of culture group, religion or civics choices. Also, by the same token, there should be deeds you can perform which actually increase your reputation, as a useful means of removing smaller stains from your long-term ledger!
Anyway, just a thought.
Yours,
Aussie_Lurker.
While I do think it is fun to define a range of reputation-effecting events (not all reputation damage in Civ3 is equal), I do think this is (in general) too difficult for any AI.
Consider the following ways for an exploitive player to 'accidentally' break a trade route. In all cases the treaty is such that the player pays something per turn while the AI pays a lump sum or a technology. So a premature ending of the treaty would be beneficial for the human player.
-After signing the trade agreement, you pillage the roads and destroy the harbors that are needed for the trade route. This might be detectable for a well programmed AI as something that is not accidental, but consider the following.
-You are planning to go to war with Rome. The only road connecting you and Greece is close to Rome. You sign a treaty with Greece and let Rome pillage the road in the upcoming war.
-You've seen a barbarian ship moving along the only possible trade route connecting you and an AI player. At the moment that the ship is not blocking the trade route for a moment, you sign the trade agreement.
-The only possible trade route between you and Greece goes through Roman territory. After signing a trade agreement with Greece, you let the Romans declare war on you (irritate them through numerous demands and then demand that their ship that is moving through your territorial waters leaves your territory. A sure way to get an AI to declare war in Civ3 (and also exploitive because you get War Happiness.)
I'm sure that a few of the more accomplished players can think of some more ways to 'accidentally' break a trade treaty, that won't be detectable for an AI.
I think that a system where you can pay repairments to avoid reputation loss (see previous post) is a better idea. Although I agree that a system to repair your reputation slowly by keeping a number of treaties is a good idea. Although exploitive players will use this by signing phony treaties (20 gold for 1 gold per turn). Again difficult to avoid exploits here. Maybe look at the value of the treaties.
Almost any diplomatic system can be easily exploited by creative human players. That is what makes it so difficult to make a good diplomatic system. You can easily add numerous features, but writing an AI that can handle it is extremely difficult.