jsweeney
American
and plus as history went on and people learnt more they disliked throwing over nations as much, though they still did it
I've been trying to react seriously to your serious suggestion, which I disagree with; your "why should you think what the world cares of you ?" para felt like mocking rather than engaging with my position, an that is what I was objecting to. If that wasn't your intent, I apologise for twitching, but objecting to being mocked was the point, and I don't consider that hypocritical.
Depends.
Put it this way. If I, playing as a liberal democrat builder sort of person, and Churchill, also playing as a liberal democrat sort of person, make a military alliance against Isabella, playing as a vicious warmongering maniac who is a clear and present danger to both of us, and Churchill and I agree (assuming for a moment the diplomacy mechanism is in place to do so in detail) to a complicated joint surprise attach on Isabella, and we carry out that attack, and it succeeds, and Churchill lives up to his end of it and I live up to mine, should that make Churchill trust me more, or less ? Should it make me trust him more or less ? I'm inclined to think the answer is "more".
The more I think about it, the more I think diplomacy would better be modelled by a combination of two different factors. A reputation factor, based on your general behaviour throughout the game (as far as the other civilisation knows; if they've not met you or heard of you, they should start off neutral, if they have contact with people who have contact with you that should modify that) and which might be something you could modify positively by building Wonders, and by culture (with "culture" serving as an in-game shorthand for "look how awesome I am"). And a trust factor, based primarily on how you had dealt with that specific civilisation. It would be possible to be very trusted and have a lousy reputation, then, if you were a fairly small and unimpressive civ with a small neighbouring ally with whom you had worked together since the start of the game, even if that involved joint missions of piracy and plunder and general misbehaviour; whereas you could have a great reputation but lousy trust with someone if you were a worldwide power who had made lots of deals with most others and generally kept them but there was one particular nation you did not get on with and were in a state of wanting to destroy by any means necessary. I don't think these two numbers should be combined into one figure, because I can easily see wanting them to have different effects on different kinds of interaction.
Au contrare, mon ami! In all those cases you cited, the attacker was promptly reviled and spanked in one way or another. What you are talking about is what the nation's leaders told its populace, not what the world believed.
And the American attack was most assuredly NOT a surprise, it had been warned of for about 10 years.
Saddam didn't want to observe international agreements nor the terms of the treaty he signed ending GW1, and we'd been telling him we were going to kick his ass if he didn't follow the agreement. Finally, we had enough and did what should have been done after he refused to let UN inspectors have access. All we did was tell the whole world that we bark and don't bite, until we finally had enough and bit. And even though we were in the right to do what we did (regardless of whether WMDs actually existed, that was irrelevent; the guy wouldn't obey the terms of the treaty), three of our four main allies decided their own profit was more important that telling a mass-murderer that he had to obey human rights.
And I guarantee you, if Germany and Japan had won WW2, neither of them would have trusted each other because they both engaged in surprise attacks.
A backstab is a backstab. If I tell you to commit a crime, and you do it, you still committed a crime and I shouldn't trust you because of that, even though I told you to do it. There is no honor among thieves.