OK so I am absolutely in love with R&F because of the mid/late game dynamics. With that out of the way here's a situation I got. I was going along as Korea working on a Science victory, but ended up dealing with a lot of military issues. Around Turn 131 I got my first emergency, Russia had invaded Perth and there was an offer for me, China and Australia (the invaded Civ) to participate. It wasn't my agenda but I thought to try it out at least. Turned out I was the only one participating! I can understand fatty (China) stepping out, but where's Australia? It's his damn capital! To check I asked him if he would participate in a Joint War against an entirely different Civ and he said that was just fine! His agenda is "Perpetually on Guard" (likes Civ's who liberate cities), so does this mean he doesn't like himself? And of course he is at war with Russia already. Seems like an AI failing, or am I missing something? Why wouldn't a Civ participate in their own emergency? Anyhow thoughts on Emergencies in general, I doubt I can pull this off by myself, I was counting on at least Australia wanting to take back it's capital. How do we have an idea whether other civs will participate or not? Edit: I'm going for it and rushing an unlikely victory. I have paltry forces but was able to defeat two of his units who invaded my territory, then plundered his trade en-route to the destination, at which point he offered peace with reparations. Now what? Searching hasn't found this situation, but I tried it to see what would happen which is it doesn't end the emergency, instead making it impossible to complete (since I don't have open borders with Peter one of my units was transported out of his territory). Wups! Broadcasting to the team there should be some prevention or clarification of peace negotiations during an emergency, basically you don't want to do it! For example could happen is that you can accept the peace but it automatically ends the emergency as a stalemate. Edit 2: I won! I only had chariots (and couldn't pull in a city-state for example) but spammed them, and after a number of sacrifices managed to take the city. It was the usual 'give back/raze/take' so I gave it back otherwise I'd have massive Loyalty issues (which made me wonder if liberating or razing had an effect on the Emergency, but all it said was "Liberate the city"). At any rate what was confusing was that the Emergency GUI didn't change until the next turn, so I was biting nails hoping there wasn't a problem, but then the Emergency was won and I got 3600 gold, yeahhhhhhhhhh! So as it turned out I now have enough Gold to make up for much of the detour. I can buy campuses, etc, and get my Civ back on it's feet. So I'd say fantastic job to the Firaxis team! My long held complaint about Civ is that it always ends up as 'turn grinding' where you're hitting turn after turn to get to your Win. With this I took a completely unexpected detour to go on a war footing, which ended up well (but of course it could have failed, hence Rise and FALL). With Civ V I was more often starting than finishing games due to the turn grinding, but here for example now this game is totally invigorated and I'm looking forward to getting the Civ back up on it's feet after the war emergency. I think if they just streamline the process a bit (what about peace deals, an better end of emergency notification, etc) then it'll be even better.