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How to cancel trade without declaring war?

lim26

Chieftain
Joined
Feb 23, 2004
Messages
3
If this had been posted before, please forgive me as the search function is not working.

Scenario

I am trading Wine and ivory with AI and I'm getting 13 gold per turn. It's been since more than 20 turns....The AI does not want to end this deal. Guess he finds that it is a great deal.

But I would like to cancel the deal without declaring war.
I do not want to declare war with this AI cos apart from being quite strong in military, it is also giving me a lot of other per turn deals for other resources....

Is there any options to do that?

If so please advice. Help needed...
 
First of all in the preferences click on 'always renegotiate deals', like this after 20 turns there is a pop-up, and you can decide to go on with the deal for 20 more turns.
In your case because it is more than 20 turns-old, just go to the diplo screen, click on 'active', and then click on the deal you want to finish. It should work.
 
When you are in the negotiation window click on the active tab to view active deals. Any deals without numbers in parenthesis at the end(17) which means turns remaining can be renegotiated any time with no fear of rep hit. Click on the one you want to renegotiate.
 
Dunno if there is a bug in 1.15b patch *multiplayer*, but when i end deals that have 20 turn limit passed they declare war at me at an instant when the deal is removed from "active deals" list.

We noticed this when playing our last MP session and haven't noticed that to happen before. At non multiplayer games all seems to work as supposed.

We are using C3C version that has all patches installed separately from 1.12 -> 1.13 -> 1.15


...And then something offtopic about 1.15b

With 1.15b *MP* we noticed that AI seems to be a lot more agressive towards human players compared to version 1.0. This at our games this usually means that AI sneak attacks and breaks peace deals alot more often than in regular game plus refuses almost all deals with human players. That pretty much ruins all diplomatic thing in MP games making them just simple wargames where AI's continue declaring war randomly even if they have 1 or 2 cities left. Hopefully this overagressiveness is fixed at final patch, even if it may fit well to war oriented playing style.

...Would be neat to hear comments from other MP players if they have noticed same symptons with 1.15b patch.

-- Migo
 
Migo,

I have experienced these too. Also, the AI seems to declare war whenever I demand them to leave my territory (even though they may be gracious and we have many fruitoutos deals), and there is no exception to the rule. So I never demand them to leave unless I desire the war. That makes the cultural borders quite useless. If it is actually intended, they should atleast make an option in the MP allowing the players to choose aggressive game or normal game.

On aina mukava nähdä suomalaisia täällä ;)
 
Originally posted by migo


With 1.15b *MP* we noticed that AI seems to be a lot more agressive towards human players compared to version 1.0. This at our games this usually means that AI sneak attacks and breaks peace deals alot more often than in regular game plus refuses almost all deals with human players. That pretty much ruins all diplomatic thing in MP games making them just simple wargames where AI's continue declaring war randomly even if they have 1 or 2 cities left. Hopefully this overagressiveness is fixed at final patch, even if it may fit well to war oriented playing style.

...Would be neat to hear comments from other MP players if they have noticed same symptons with 1.15b patch.

-- Migo

Your post is a coincidence; I was going to ask if anyone else noticed this.
Last night my two brothers and I started our first MP 1.15b game. A couple of turns after each of us met any A.I. civ, in each and every case, it would make a ridiculous demand and when we refused to agree, it would declare war. I am sure that the reason was not because we were weaker than the A.I as their subsequent attack forces were pathetic!

In my view there are still a few settings in C3C which need to be adjusted to even match PTW in terms of gameplay.
 
I've not only noticed it, but have concluded it as a fact.
The AI will pick the human player as a target of war about 90% of the time. Things like nation size/military strength don't seem to matter. If the human player is unreachable the AI will go AI vrs AI but the 1st preference is always the human player. This was not the case in civ3. Many AI vrs AI wars would occur.
Personaly, I like seeing AI vrs AI. In itself there is an entertainment value. Being the 1st target gets annoying as hell.

BTW. I'm not just estimating or guessing. I've created mods to specificaly test this theory. 6 civs on a sectagonal pangea. (divided into 6 equal land masses connected by one land bridge.)
9 out of ten games the AI would head straight for the human player ASAP. Here is a strange thing that occured multiple times when I completly blocked the entire border of the human player with high end units.
The AI would send ships laden with units to the nearest civ to the HP (human player) in a long and constant chain of naval units. They would then unload into the "other" civs territory and begin a long land trek back to their own country past the land entrance of the HP. If any opening whatsoever was made in the HP's borders, the AI would immidiately switch destinations toward that opening. I tried this scenario with various civs and the same thing occured each time in the same way. I can only conclude thyat the AI was using "invasion" tactics meant specificaly for the HP. But because the borders were blocked the AI just kept the train going through the nearest AI civ until an opening occured.
 
i have been playing nothing but multiplayer, and the AI always makes demands of me... they want something and i don't even have the chance to make a counterproposal. and EVERYTIME i say "no", they declare war on me. it is always an automatic declaration if i don't meet their demands. i still have never been able to say "no" without them declaring war, and it's pretty annoying. and i agree with the other poster that says it has nothing to do with military strength, because they'll send archers when i already have medieval infantry and pikeman :D
 
O.K. After further MP play and reading your posts, I am now also [almost!] sure that the A.I. attitude in MP is different from that in single player; it is far more aggresive.This leads to the next question:

Is it a good thing that the A.I. in MP games is more aggressive?

I think not, for the following reasons:
>It leads to the AI attacking with 'weak' forces compared to the HP, thus weakening itself further. [I also have had my pikeman attacked by a few warriors and archers. In my experience this rarely happens in SP.]
>As pointed out by Migo; the sneak attacks, breaking peace deals, and instant declarations of war ruins the diplomacy in MP games, turning Civ into a wargame.

How do I let Tavis know about this issue? Does anyone know if the patch beta testers monitor this forum? Can this be fixed in the next patch (1.19?)
 
Makes sense to me. Humans think much better than the AI (well most do anyway).

In MP, you have multiple humans that can work together to defeat the AI. So they made MP AI more aggressive.

I kinda like that idea, although I agree it should be an option that the player has some control over.
 
yea but jimmac made a good point about how the aggressiveness weakens it further by declaring war against countries that are stronger. the idea that extra aggressiveness is used to balance out the added human advantage in MP would work if it actually helped the civ, but many times they end up destroying themselves.
 
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