How do I expire treaties/trades?

Jagus

Chieftain
Joined
Sep 3, 2008
Messages
5
I'm playing vanilla CivIII. I have several alliances/trades that I want to conclude. I don't see a function in the foreign advisor screen to simply click on active issues and see how many turns are left, end them, etc. as the FAQ page indicated, so I'll assume that is for a different version. Help please!

On a side note, thanks for some of the tips I've received in my other thread from any of you reading this. My regent play is getting much better, although not nearly as easy as everyone on here makes it seem. I still get outbuild in the early stages and fall behind on techs. I believe I'm just not trading enough early on, but the last couple of games I've played have seen that increase quite a bit in the later stages. I've just gotta work on pushing it earlier.

Thanks,
Jason
 
Deals run for 20 turns, I assume the 20 turns are up though, if this is so you could go into your options and select the always renogotiate after 20 turns,

have you downloaded latest patch for vanilla though?
 
There are no differences between any of the versions as far I know as to how trading works.

And on the foreign advisor screen (F4?) there is indeed no option to see active deals, or even cancel them. What is meant, I think, is the negotiation table. Go initiate diplomacy with a civ, and then select "We would like to propose a deal." The screen that you are taken to is what I would dub negotiation table. And there somewhere at the bottom is a piece of clickable text that reads "Active"

Ah, I even found an old screenshot amongst the files that I uploaded in the past. That makes it easy to show what I am talking about:
Spoiler :
attachment.php

(As an aside, I wonder if anyone sees what is strange here. ;))


ETA: You can only cancel/renegotiate deals that are listed in black. The greyed out trades with a number in brackets before them are still binding and can not be cancelled* or renegotiated.

* at least from here ;)
 
The AI is giving 3 gold per turn for something up front. Possibly a lump sum, but that's not relavent. The strange thing has something to do with coal.
 
The AI is giving 3 gold per turn for something up front. Possibly a lump sum, but that's not relavent. The strange thing has something to do with coal.

I just assumed that the coal went along with the Alliance against Persia.... I'm not a graphics person, but perhaps its the fact that that color means you can't trade resources at that time

but I just figured that maybe they have a harbor or land connection that used to be viable (perhaps through Persia) that isn't anymore, so the trade got cut off...
 
The AI is giving 3 gold per turn for something up front. Possibly a lump sum, but that's not relavent. The strange thing has something to do with coal.

I just assumed that the coal went along with the Alliance against Persia.... I'm not a graphics person, but perhaps its the fact that that color means you can't trade resources at that time

but I just figured that maybe they have a harbor or land connection that used to be viable (perhaps through Persia) that isn't anymore, so the trade got cut off...

Yes, it is the coal and the trade route. One hand we are exporting coal to England, while on the other hand England has no coal (otherwise it wouldn't show under resources) and there is not even a trade route (resources and luxes are grayed out).

But this strange thing always seems to happen if a trade route is broken by the civ(s) in the middle being at war with both you and your trading partner.

(The screenshot is from an old game. Nowadays I would almost never tie alliances to exports.)
 
I just had a thought...

What if, in the AA before harbors are readily available (or before you have any, landlocked, etc.), build a road to another civ and trade them a resource for GPT, then cut the road before the beginning of the next turn? They can still give you gold, but the resource cannot go out anymore, so would they continue to give you GPT for nothing to avoid a rep hit? Would it result in a rep hit for your civ??
 
I just had a thought...

What if, in the AA before harbors are readily available (or before you have any, landlocked, etc.), build a road to another civ and trade them a resource for GPT, then cut the road before the beginning of the next turn? They can still give you gold, but the resource cannot go out anymore, so would they continue to give you GPT for nothing to avoid a rep hit? Would it result in a rep hit for your civ??

I think if you cut off the road, you get a rep hit, but I'm not sure
 
I just had a thought...

What if, in the AA before harbors are readily available (or before you have any, landlocked, etc.), build a road to another civ and trade them a resource for GPT, then cut the road before the beginning of the next turn? They can still give you gold, but the resource cannot go out anymore, so would they continue to give you GPT for nothing to avoid a rep hit? Would it result in a rep hit for your civ??

No, if you cut the trade route by pillaging or selling harbours the deals are off. As they should be. And the exporter is always the one to take the rep hit. In your example, that would be you. If on the other hand you import stuff and then pillage, then it is the AI to take the blame ...

Here it was however the case that Persia (?) through whose territory the route between me and England ran, suddenly found itself at war with both me and England.
 
A follow-up to that...

Say I find that saltpeter will be available to me, but the AI has a ton of it so I do a saltpeter-for-free-artistry (ex.) trade, build my road to my own saltpeter the next turn, and raze my trade route. Will my citizenry and other Civs be less pissed at me for invading them with all my newly built cavalry?

EDIT: I am the one trading free artistry and importing the saltpeter, if that wasn't very clear
 
A follow-up to that...

Say I find that saltpeter will be available to me, but the AI has a ton of it so I do a saltpeter-for-free-artistry (ex.) trade, build my road to my own saltpeter the next turn, and raze my trade route. Will my citizenry and other Civs be less pissed at me for invading them with all my newly built cavalry?

EDIT: I am the one trading free artistry and importing the saltpeter, if that wasn't very clear

Hmmm. Your citizenry plays no role here. As to the rest of the world, yes there would be a difference, the difference between taking a rep hit and not taking a rep hit.

Pillaging the trade route to bring down the deal and only after that DoWing means the AI will take the rep hit for the pillaged trade route, and you (assuming there are no other deals) will take none for the DOW.

Just DOWing, and by DOWing bringing down the trade would hand you the rep hit.

In both cases you are still the agressor though. Now if you had tied your saltpeter imports to a peace treaty and then pillaged that would be different; the AI would get the rep hit and you war happyness. ;)
 
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