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Diplomacy treaty duration

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9 years ago
Dec 16, 2015, 7:16:35 AM
Hi,



Turn N: sign open borders with AI, giving them resources.

Turn N+1: AI breaks treaty, trash army and hero.



Really, if any treaty can be broken at anytime after signing it, what's the point?
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9 years ago
Dec 16, 2015, 7:53:52 AM
I believe that breaking it is costing them influence.



Though I'm not entirely clear whether you're talking about a truce, a peace treaty, or an open borders deal.
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9 years ago
Dec 16, 2015, 8:14:57 AM
An open border. Seems silly to cancel it the turn after it is signed, seems like a backstab to me. Not saying it should not be doable but there must be a cost. Plus that's an AI, probably the algorithm used was 'I don't like you much, so I break treaty' without regard for anything else.
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9 years ago
Dec 16, 2015, 11:06:42 AM
Antistone wrote:
I believe that breaking it is costing them influence.



Though I'm not entirely clear whether you're talking about a truce, a peace treaty, or an open borders deal.




There is a "chaos" cost penalty applied if you're breaking a peace treaty soon after signing it. However there is currently no such penalty for closing borders just after opening them. We're actually looking into changing this in a future update, so that the cost of breaking a border treaty is very high if you're doing so just after signing it. We'll keep you posted.
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9 years ago
Dec 16, 2015, 1:04:20 PM
wilbefast wrote:
There is a "chaos" cost penalty applied if you're breaking a peace treaty soon after signing it. However there is currently no such penalty for closing borders just after opening them. We're actually looking into changing this in a future update, so that the cost of breaking a border treaty is very high if you're doing so just after signing it. We'll keep you posted.




I can confirm that this happened to me in my current game as well. I had a quest location in BL territory so I made a deal with them for open borders. The next turn or two they closed them again.
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9 years ago
Dec 16, 2015, 1:58:45 PM
Exactly the same, I had to sign (and pay for that) to open border, I start moving toward my racial quest, and the turn after the treaty is aborted and I get ambushed. This was very mean. I could have accepted that if I knew the AI was thinking with an agenda in its mind but I'm pretty sure it was something along the line of 'not very good relationship, roll a dice, failed => break treaty'.
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9 years ago
Dec 16, 2015, 2:45:08 PM
BladeOfSharpness wrote:
Exactly the same, I had to sign (and pay for that) to open border, I start moving toward my racial quest, and the turn after the treaty is aborted and I get ambushed. This was very mean. I could have accepted that if I knew the AI was thinking with an agenda in its mind but I'm pretty sure it was something along the line of 'not very good relationship, roll a dice, failed => break treaty'.


I think this is a system issue rather than a design issue: the AI wants closed borders and closing its borders doesn't cost much so it closes its borders. There needs to be some incentive to force empire (human or AI) not to back out of treaties they have only just signed. On the whole the system of influence costs does a pretty good job of ensuring this is the case. For border control though there doesn't seem to be any kind of penalty yet. We will fix this.
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9 years ago
Dec 16, 2015, 3:11:43 PM
BladeOfSharpness wrote:
Exactly the same, I had to sign (and pay for that) to open border, I start moving toward my racial quest, and the turn after the treaty is aborted and I get ambushed. This was very mean. I could have accepted that if I knew the AI was thinking with an agenda in its mind but I'm pretty sure it was something along the line of 'not very good relationship, roll a dice, failed => break treaty'.


You keep talking about getting "ambushed". You realize that if you're in cold war, they can attack you in their territory even with open borders?
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9 years ago
Dec 17, 2015, 12:02:48 AM
The issue of "ambushes" and cold war aside, I still find the quick revocations of Open Borders treaties to be annoying. It has frequently interrupted my faction quests, but that's an issue I'm willing to put up with. I still feel like an AI that will revoke the Open Borders just one turn later should be willing to agree to it in the first place. On the other hand, that sounds like the kind of resource scam some particularly devious players might pull.
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9 years ago
Dec 17, 2015, 5:57:18 AM
wilbefast wrote:
We will fix this.




Just a thought, you may also want to add in something like this for vision exchange, and traderoutes. Just saying.
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9 years ago
Dec 17, 2015, 11:23:24 AM
HappyHead wrote:
Just a thought, you may also want to add in something like this for vision exchange, and traderoutes. Just saying.




Way ahead of you smiley: wink
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