I could only see that this would be a potentially good idea if they kept the penalties pretty minor. I'd rather see a reduced trust toward the treaty-breaking civs, plus some small morality system that works to keep bonds between civs. Similarly to how it's been in the past, but improved...
I still think what you're suggesting makes the system too rigid and inhibits the player freedom too much.
What options are there when playing an AI-civ that's slightly stronger than me and that's been my ally for the last 3000 years.
What options are there for an AI-civ playing against a human ally that is slightly stronger than them?
Well that depends on the system
1. Alliances means something.... rest easy, they won't attack you (at least not for a while... they would have to discontinue the alliance, and then break the trade treaties, start denying exchange you suggest, make some arrogant demands of you.)
2. Alliances mean squat.....Build up your military fast , they could attack you at any moment
I'd prefer #1
The key is that the SAME mechanic apply to the Human and the AI player.
I mentioned earlier what this might mean
If Civ Wants to go to war then they
1. Can end agreements (alliances, Right of Passage, trade, etc.)
2. Can reject trades, requests that the other side proposes
3. Can make demand/requests that the other side will probably reject
4. Can switch their 'government' to something different
5. Do all of those to their 'target's friends, and make friends with the 'targets' enemies
and
6. Can just suck it up and deal with the unhappiness
If a Civ wants to Avoid war (making it harder for the other civ) then they
1. Can form agreements (alliances, Right of Passage, trade, etc.)
2. Can accept trades, requests that the other side proposes (even if it is bad for them)
3. Can make offers/trades/requests that the other side will probably accept
4. Can switch their 'government' to something similar
5. Do all of those to the 'threat's friends, and do the opposite to the 'threat's enemies
So diplomacy allows you to avoid war, and still beneft from a military (everyone starts buying you off to keep your military away from them)
The poll seems to indicated the only way to play to win is to attack and presumably conquer people. Sigh. For one, this isn't necessarily a war game. It's time to move away from civ2 concepts of victory.
Should the ai play to win? maybe. At the beginning, everyone should be playing to win. But as some point, I'd like an AI smart enough to realize it "can't" win, and will ally with someone they think will win, or ally with someone that will attack who they don't want to win.
I'm not going to comment on specific diplomacy too much, I just wanted to mention my views on what the AI's philosophy should be
Well I think that should be the Human player philosophy too... essentially "allied with the winner" needs to be considered a Win as well (even if it is a win with less points.)
I do think that 'dominating the world' should be the predominant way of winning, but you should have nonmilitary methods of dominating other players.