Diplomacy and other

plisken

Chieftain
Joined
Oct 16, 2010
Messages
21
Location
france
First this mod is a very hope for this game, i play civ since the first and civ 4 was the great game of strategy, i have a suggestion why not include the cancel of treaty and commercial treaty (friendship, open border, resources exchange and defensive pact).

2.why the AI dont take into account the defensive pact.

3.they are no defense against nuke (IDS?)

4.when i play a very large map they are many units, why dont create a military base improvments where stock units on the same place and naval base for ships

5. cease fire in diplo is needed and with open borders why cant send air units on a friend city


Many things is needed for upgrade this game, the Depth and details (spying religion ...)of civ4 and the graphism of civ v will be very very great
 
I will do my best to answer with my opinions:

1. Being able to cancel deals when you want would be OP for the player. Ex: Trade a resource for money, cancel deal, trade same resource to someone else for money, cancel deal, trade same resource to another, cancel deal, repeat etc.

2. I don't understand this. The AI friend in the def. pact will declare war on anyone that declares war on you, as intended.

3. I believe the Military Base building has a 50% defense against nukes.

4. Stacking of any kind would break the combat system in place. If you don't like giving units orders every turn you should fortify or put them to sleep. Just be aware of enemy units in the area to avoid unnecessary casualties.

5. A 10 turn (or is it 20 now?) peace treaty is a cease fire, right? And the inability to use friendly territory to base air units is unfortunate. Air combat in Civ V in general needs work, IMO. The ability to stack an unlimited amount of air units in a single city seems to contradict what this game was trying to achieve with its new 1UPT combat system. The omission of an airport building is puzzling as well.

As for spies, I personally did not like them in Civ IV, as I thought the AI overused them and it just wasn't fun constantly having your water supply poisoned. Sure it added more building options to the late game and an extra GP option, but it all seemed like unnecessary filler to me.

Religion in IV was mainly a mechanic to give out diplomatic points and to draw the friend/enemy line early in the game. I prefer the Civ V system of friend/enemy making, which requires trading, denouncements, obeying demands and requests, freeing captured workers, building a respectable army, and then more trading. The idea of being a religious state exists in V in the form of the Piety tree.
 
Most of those things seem like stuff Firaxis themselves would have to do.
Mods can only do so much :(
I truly love the modders here for all they try to accomplish, but there is a limit.
 
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