• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days (this includes any time you see the message "account suspended"). For more updates please see here.

how long does a cease fire last?

mardukes

Warlord
Joined
Jan 16, 2003
Messages
287
Location
chicago
I see messages about cease fires expiring. How long are they? Does violating a cease fire bring the same consequences as violating a peace treaty?
 
When I see that "ceasefire has expired" it is almost a sure bet bet the AI will attack next turn.
 
I seem to recall they last 16 or 20 turns for the human player.

For the AI, they end when you hit <Enter> :rolleyes: ;)
 
The number 16 comes to mind, BUT, its only valid in the early stages of the game AND if you have a good reputation. In the later stages of the game (and with a bad rep) I have had the AI break a ceasefire on the very next turn.
 
According to the Official Stategy Guide, "a cease-fire lasts only 16 turns. At the end of the cease-fire, hostilities resume."... "The worse your reputation, the more likely it is that your opponents might break the cease-fire agreement."
 
Also, cease fires get extended whenever someone pays tribute.
 
I sometimes get those messages in the middle of a turn, while moving my units, but don't know what exactly triggers them to cancel it?
 
I get it quite a lot at the end of the game. They attack, maybe kill some units or take a city, then offer a cease fire. I then stick to it, and they break the cease fire next turn! :cry:
 
That's why my armies are mostly spies :D

When they break the cease fire, they lose many cities in retaliation ! ;)

Usually, they wait for a few turns before breaking a cease fire again (which helps earning money to buy more cities when the time comes :D )

Unfortunately, that doesn't work if they're in Democracy :cry:
 
If they are in Democracy, send the Spies in to take out key happiness infrastructure: Temples, Cathedrals, Colosseums, Marketplaces, Banks. After a few turns most AIs will switch to Fundy/Commy/Monarchy. Then buy them up.

Cease Fires are different for the AI than the Human player. The only reputation that matters is their rep to you. If you can keep them at Receptive or above with tech or gold gifts they should honor it. If you let them get Uncoop or worse they will look for a good opportunity to break it, with no repercussions to themselves. The only nice thing about the AI breaking it is that if you are in Republic or Democracy your Senate will let you make war. If they break CF multiple times you can stay in war even if they try to negotiate.

There are several actions which can goad the AI into breaking a ceasefire. During a CF you cannot ask another civ to move their units out of your city radius, so wandering around in their area is provocative. Blocking a key road/rail line with a caravan seems also to irritate them. Subverting cities or stealing techs are pretty annoying. I've heard that sending emissaries several times each turn can also add up into a provocation, although I have not tried this.
 
I don't give much for receptive. That usually means that they don't have any patience with me and that they will declare war next time I ask them for a favor. When they are uncooperative it is usually harder to provoke them. This is just the general feeling I have, but don't know it really is this way.
 
Receptive is a higher "attitude" than Uncooperative, actually two tics higher, as Neutral is in between.

I forgot to mention that there is a BIG difference between using Classic (2.4.2) and MPG/TOT in the diplomacy section. If you like to fight, play MPG; if you like building peaceful relations, go 2.4.2.

Trading maps also seems to be a "positive" or "neutral" exchange; it does not lower attitudes, although it rarely raises them. Excessive begging is definitely "negative".
 
That is quite true in MGE.

Uncooperative seems to be a state of "we hate your guts but you are stronger so we knuckle under"

Receptive seems to mean "we hate your guts and we intend to show you how much"
 
So its not just me! In MGE, I had noticed that same thing. You may have it right about the ai attitudes. I have also noticed that the ai attitude can go from worshipful right down to hostile in one turn at diety level. Have you had that happen to you?
 
The only time I have had major AI attitude swings playing 2.4.2 is when I have done something to break a treaty in the past, like accepting an offer from another civ to ally vs someone I already have peace treaty with. I have kept the Mongols on Receptive for centuries. MPG is a different story...
 
I do not understand cease fires...

The enemy just makes those tratys, and the next turn, they break it! Why did they stop to talk to me in the middle of a war that, in the end, hasn't stopped for even one entire turn? Were they tired? Did they wanted to know my new house before trying to explode it?

In fact, I don't see any consequences to the AI when he breaks a cease fire. The only reason for an AI to respect the terms of the cease fire pact is when his army is completely destroyed and out of conditions to face my forces. Otherwise, I just get those "let's cease hostilities", and just as I press ENTER and ed the turn, the enemy attacks me again!
 
Back
Top Bottom