Im with dexters on this. The diplo is far from perfect (maybe even far from good) but a lot of the criticism is wrong (eg the AIs gang up on me from the start!) or wrong-headed (DoFs should make the AI my willing accomplice 4 eva!).
Well, neither of these criticisms were brought up in my post, but yes some people do post these sorts of things.
That's not the same thing as a non-aggression treaty. At the moment the only way to get a non-aggression treaty is to go to war first. Then you can agree one that lasts only 10 turns. It would add to the diplo options if you could agree non-aggression pacts.
You say a defensive pact is not a non-aggression treaty--a 10-turn cease fire is. Well, no, not really, that's a 10-turn cease fire, after aggression has occurred. In truth neither are, and I know a defensive pact isn't either, but it's a lot closer to what a non aggression treaty
should be than the weakest peace there is--which is the 10-turn cease fire (which should only be offered if you've taken your opponent's capital, and should only be accepted if you aren't up to speed yet to crush your aggressor, which is what you should do once it expires). Anyway, the idea of the defensive pact is positive, not neutral--it allows the civ to pursue its main goal with less aggression and creates a 2-party defensive alliance, which would be good things to see going on in the game IMO.
At the moment the diplo seems too formulaic and insufficiently guided by self-interest, which paradoxically makes international relations chaotic. A and B are at war with C. A is weak and in danger of losing everything, so he either (a) denounces B or (b) DoWs B. That's unreal. A and B conspire to DoW C. They go through with the deal, then A promptly denounces B as a warmonger. What? That would be a transparently hypocritical and stupid thing to do. It might change his opinion of B, but he'd keep it to himself at least until C was done with. A settles close to B, then denounces B for "settling too close to him". Again not believable behavior. A is losing a war with B. C DoWs B. A then denounces C as a warmonger. etc etc
The principal "my enemy's enemy is my friend (for now)" is kind of represented in the diplomacy, but insufficiently for alliance blocs to form.
Well, aren't you saying, in a rather convoluted way, that diplo kinda sucks? Taking that a step further, that maybe something like working defensive pacts might not be so bad?
I'm not in favor of rigging the game in this way. Historically there is a tendency for countries to be enemies with their neighbors and friends with the next country over (France and Scotland vs England, France and Poland vs German states, England and German states vs France). Tribes start going to war against the tribes they know, who naturally tend to be their neighbors. When they encounter their neighbor's neighbor, who is also his enemy, they have found a natural ally.
Is the way the game is rigged now better? Monty or Askia or Alex declaring war from another continent simply because a scout finally made it to yours? If you're leading, rump civs--those you've already decapitated and have TP-spammed their capital and major cities--DoW you so that you have to divert 2 units to mop up the dregs? I am always loathe to appeal to history to support game mechanics--does the current diplo, with all its cheesy/gamey nonsense, really make you think of Talleyrand, and is it in any way comparable to France's long diplomatic and strategic history?
Seriously, what would be so bad about more bloc/alliance building and less mindless warring and unit spam? An AI a bit more focused on its VC and less upon pointless skirmishing? Getting the wild-card shock of finding out you've DoWed on 2 civs, not one? Really, functional defensive pacts wouldn't be that bad for the game's playability IMO.
Attacking with insufficient forces is an old problem that I haven't seen much of recently. What level do you play on?
Mostly immortal, but I just had that example last night during a deity/pangea game. And anyway, I'm sure they didn't lack for forces; my point was that they were so ridiculously far away that they shouldn't have DoWed in the first place, because their army couldn't physically get to mine across 2/3 of the map. These 'phony wars' happen far too often and can drag on, pointlessly, for 30,40, 50 turns, because your army never engages theirs and without losses there's no reason for the AI to accept peace.