tjs282
Stone \ Cold / Fish
Once two Civs have met each other, there is no way to prevent them from declaring war on each other -- regardless of how practical (or not!) it might be to prosecute that war.
The best that can be done (at least on Archi/Cont maps) is to prevent Civs on distant landmasses from meeting until later on in the game, by making Seas/Oceans "Impassable-to-Wheeled", and giving all early boats the "Wheeled" unit-flag, so that they can't cross the wider gaps -- and/or by similarly disabling/ delaying the sale of Maps + Contacts. But none of that will help on Pan-maps.
And the only way to prevent the Civ3-AI from forming 'weird' Alliances (and MPPs) is to take those Diplo-functions out of the game altogether -- or at least, unlock them at a sufficiently late stage that there will likely be far fewer potential partners left on the map, and hence comparatively fewer potential "odd couples".
AI-attitudes (and therefore their tendency to belligerence) towards other Civs are somewhat affected by Culture-grouping and e.g. their choices to adopt favoured/shunned governments, but attitudes are mostly shaped by prior diplomatic history (embassies, ongoing trades/gifts, past wars, city-razing, etc.) and the current state of the game (e.g. everyone hates the current high scorer!
Can't remember if Flavor-relationships can also be used to influence AI diplomatic relationships -- but even if so, I also don't know whether @haluu has already implemented any Flavor-ing in ToC (?).
So getting the "good guys" to reliably align against the "bad guys" can really only be forced by grouping the tribes into Locked Alliances -- which is sort of OK (LAs don't work 100% reliably) for fixed-map/ turn-limited Scenarios such as the Firaxis Napoleonic and WWII Conquests, but would severely limit player-freedom (i.e. fun!) in a random-map epic-game.
The best that can be done (at least on Archi/Cont maps) is to prevent Civs on distant landmasses from meeting until later on in the game, by making Seas/Oceans "Impassable-to-Wheeled", and giving all early boats the "Wheeled" unit-flag, so that they can't cross the wider gaps -- and/or by similarly disabling/ delaying the sale of Maps + Contacts. But none of that will help on Pan-maps.
And the only way to prevent the Civ3-AI from forming 'weird' Alliances (and MPPs) is to take those Diplo-functions out of the game altogether -- or at least, unlock them at a sufficiently late stage that there will likely be far fewer potential partners left on the map, and hence comparatively fewer potential "odd couples".
AI-attitudes (and therefore their tendency to belligerence) towards other Civs are somewhat affected by Culture-grouping and e.g. their choices to adopt favoured/shunned governments, but attitudes are mostly shaped by prior diplomatic history (embassies, ongoing trades/gifts, past wars, city-razing, etc.) and the current state of the game (e.g. everyone hates the current high scorer!
Can't remember if Flavor-relationships can also be used to influence AI diplomatic relationships -- but even if so, I also don't know whether @haluu has already implemented any Flavor-ing in ToC (?).
So getting the "good guys" to reliably align against the "bad guys" can really only be forced by grouping the tribes into Locked Alliances -- which is sort of OK (LAs don't work 100% reliably) for fixed-map/ turn-limited Scenarios such as the Firaxis Napoleonic and WWII Conquests, but would severely limit player-freedom (i.e. fun!) in a random-map epic-game.
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