Better allaince system

rbis4rbb

Sid
Joined
Jul 13, 2004
Messages
1,551
Location
935! 935!
Wouldn't it be neat if you could form mutual alliances (not MPP's), like in RoN? You could go through their territory, see their ientire territory, and stuiff like that.
 
We should be able to form multi party alliance, like the Axis powers. We can modify the alliance to expel or include new member as needed, like how NATO is expanding.
Allies should be able to join force not only in military operations, but also economically and scientifically.
 
I agree. It would make the game much more in-depth. You would begin to care about the other civs.
 
Couldn't agree more, guys. Either an Alliance should be much broader than mere military co-operation in a current war OR their should be more than one kind of alliance. For instance, a military alliance is a joint RoP/MPP/military co-operation pact, where alliance members can move and station units ANYWHERE within another members borders, and agree to either help fight or help END wars involving other members-and which greatly reduces the likelihood of alliance members ever going to war with each other!!
An economic alliance might be sort of like a 'free-trade zone', such as NAFTA or GAAT, where members agree to give preferential trade deals with each other over those OUTSIDE the alliance.
Lastly, a Scientific alliance is where members get a % of eachothers beaker output towards key research areas, and where preferential tech-trades occur at 'discount' rates.
Anyway, just a thought :)!

Yours,
Aussie_Lurker.
 
There should be an option to create a Commonwealth which includes all of those--and can merge into a single nation if all parties agree.
 
But who would take over, Lockesdoney?

On the other hand, it could be another diplomatic victory: World Country Creation (all nations join up) Most powerful nation wins.
 
That ties into the idea of the 'Political Victory'. Basically, if you are the first nation of your GOVERNMENT TYPE to acquire nuclear weapons (The Manhattan Project SMALL WONDER), then you become a Superpower. For your Superpower to win this victory, you have to sway as many Small to Mid-Size powers to your government type as possible-by fair means or foul ;)!

Yours,
Aussie_Lurker.
 
A better screen advisor, so we could see government type, cultural group, religion, etc.
- We could have an holly alliance, to prevent revolts if we have a multinational civ.
- Alliance to prevent a possible conflict with an emerget power as the detente between France and England to face Germany before WW1 and the agreements between US and the surround countries of China actually.
- We could have a MPP like NATO to face an ideological enemy.
 
Also, I have an idea for nonagression pacts:

Level 1 Nonagression Pacts pledge that you will not attack one another for 20 turns, but you can break it at any time (at great cost to your reputation, unless you were forced to declare war by MPP)

Level 2 Nonagression Pacts prevent you from attacking--i.e., you couldn't attack if you tried--for 20 turns. The sole exception is if you are forced to declare war by Mutual Protection Pact.

Level 3 is the same as Level 2, but it has no expiration date.
 
Lockesdonkey said:
Level 2 Nonagression Pacts prevent you from attacking--i.e., you couldn't attack if you tried--for 20 turns. The sole exception is if you are forced to declare war by Mutual Protection Pact.

I agree with Alliances\Pacts having levels. But given the fact that a Pact is just a piece of paper it shouldn't prevent you from attacking if you want. You should be able to break ANY pact if you so desire. This makes the game more unstable, more real and more fun (IMO).

However, the penalty to break a Level 2 Pact (that could be a Non-agression, commercial cooperation, peace treaty) should be higher than a Level 1 Pact. Impacts could be: higher Rep hit, being expelled from a NATO agreement (if they exist) and having rebels in your own cities (if you were in a Democracy)
 
I made an exception for MPPs, so you could encourage someone to go to war with them and then get an MPP. But I like your idea a bit better than my own.
 
Lockesdonkey said:
Also, I have an idea for nonagression pacts:

Level 1 Nonagression Pacts pledge that you will not attack one another for 20 turns, but you can break it at any time (at great cost to your reputation, unless you were forced to declare war by MPP)

Level 2 Nonagression Pacts prevent you from attacking--i.e., you couldn't attack if you tried--for 20 turns. The sole exception is if you are forced to declare war by Mutual Protection Pact.

Level 3 is the same as Level 2, but it has no expiration date.

Thats what I forgot to include! Sometimes I don't want to sign a MPP, but I want to focus on one front. Good ideas
 
Back
Top Bottom