Afforess
The White Wizard
Im not sure what you mean here. As when i declare war against civ (A), i get a -3 which hangs around after peace is declared and i usually get a -1 from any friends of civ (A).
Now i may have declared peace simply to rearm my army, and once ready again i go to war again. This then jumps up Civ (A) to a -6 against me which hangs around after peace is declared again, after i have achieved my objective, might have been to take a city that i considered to be on land i was going to settle in but they may have beat me to it.
I never actually intended in wiping them from the earth, just wanted land i had planned on getting.
Now i have a -6 from Civ(A) and a -2 from any of Civ(A)'s friends.
I now would like to actually be friends and perhaps later form a nice relationship with them. So if it removed 1 red point every 50 turns,as long as i maintain peace with them i would know that it will take 300 turns to get back to a neutral standing with them, as long as i maintain peace with them. Then once time has healed the wounds of past conflicts i could begin constructing a friendship with Civ(A) through agreements ,trade etc.
There have been times in really big long games that i have Civs with -30 attitude. Having a 1 in 76 chance they will forget 1 negative point is kind of useless, but if i had an idea of how long it would take for them to get over it, i could play my cards right and let time heal these wounds aswell.
If i had an ambassador unit, i could put time and money into holding talks with Civ(A) to try and help with the situation. It would be a slow process but one that would have a beneficial outcome for all the time and money spent. This way the diplomacy could still stay on a percentile chance, but with enough effort, you could use the Ambassador Unit to Help move things along.
I'm afraid your example only further emphasizes my point here. If diplomacy was perdictable, with a set in stone formula for X number of turns, your example would invariably be the outcome. However, that isn't the way diplomacy works in the real world. You can't just wait another few more years and expect Iran to forget our past deeds. It doesn't happen in any predictable fashion, which is why the game designers chose a random number generator. It's the closest thing to reality.
I guess the morale of the story here is that: "Actions have consequences."
Personally, if I were you, I would adopt a more Machiavellian view of wars.
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