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Add a minimun number of turns for war before a cease Fire can be declared

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12 years ago
Sep 18, 2012, 8:24:12 PM
When entering a Cease Fire or Peace agreement there is a set number of turns before you're allowed to declare war. Therefore there should also be a set number of turns after war is declared before a cease fire can be signed. Currently we can make a cease fire agreement immediately after declaring war, which completely breaks the immersion. When in an alliance the AI will constantly sign a cease fire immediately after war is declared, which is very annoying.
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12 years ago
Sep 18, 2012, 9:02:17 PM
Monthar wrote:
When entering a Cease Fire or Peace agreement there is a set number of turns before you're allowed to declare war. Therefore there should also be a set number of turns after war is declared before a cease fire can be signed. Currently we can make a cease fire agreement immediately after declaring war, which completely breaks the immersion. When in an alliance the AI will constantly sign a cease fire immediately after war is declared, which is very annoying.




+1



Nice suggestion
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12 years ago
Sep 19, 2012, 4:44:52 PM
Monthar wrote:
When entering a Cease Fire or Peace agreement there is a set number of turns before you're allowed to declare war. Therefore there should also be a set number of turns after war is declared before a cease fire can be signed. Currently we can make a cease fire agreement immediately after declaring war, which completely breaks the immersion. When in an alliance the AI will constantly sign a cease fire immediately after war is declared, which is very annoying.




How does it break the immersion? It makes sense to me...You start a war with someone, and the rest of your alliance is like "Whoa whoa whoa! Hold on there! What are you doing? Not cool, bro, calm down." It's somewhat like today--two places go to war, and the rest of the world more or less tries to get them to stop.



The annoying things is that you don't have a chance to reject the cease fire, but have it imposed upon you. At least giving us the chance to reject it, possibly at the cost of the alliance, I wouldn't mind seeing.
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12 years ago
Sep 19, 2012, 4:50:32 PM
I would love to see some inspiration from Victoria 2 here, with your nation having to justify the war, then once declared you can specifically ask allies to join.



If your nation is having approval problems, you will be refused to declare war until all red level unrest is dealt with.



other inspirations to what your trying to conquer and such from other grand strategy games would also be a nice addition.
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12 years ago
Sep 19, 2012, 6:13:23 PM
FinalStrigon wrote:
How does it break the immersion? It makes sense to me...You start a war with someone, and the rest of your alliance is like "Whoa whoa whoa! Hold on there! What are you doing? Not cool, bro, calm down." It's somewhat like today--two places go to war, and the rest of the world more or less tries to get them to stop.



The annoying things is that you don't have a chance to reject the cease fire, but have it imposed upon you. At least giving us the chance to reject it, possibly at the cost of the alliance, I wouldn't mind seeing.




What I mean by breaking the immersion is I can declare war without being in an alliance and immediately sign a ceasefire myself, all for the purpose of moving my fleets through their space when they refuse or are unable to give open borders. Such as when their influence zone cuts off access to one of my colonies, that fleet got trapped in their space, etc, etc. In other words I can bypass one or more systems by abusing another. For instance, if I'm playing as or against the Cravers who can't ever sign open borders or peace treaties. If I want to stop them from invading one of my outposts all I have to do is declare war and immediately sign a cease fire, or be in an alliance with everyone else and one of the AI's will sign the cease fire for me. This means I don't have to worry about them being able to attack any of my outposts or fleets for several turns.



Also about the alliance immediately ending it. Yes, IRL the other nations try to stop the conflict. The key word there is try. There has never been a war that others tried to stop that resulted in a immediate cease fire the moment war broke out.
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12 years ago
Sep 19, 2012, 6:19:34 PM
Monthar wrote:
What I mean by breaking the immersion is I can declare war without being in an alliance and immediately sign a ceasefire myself, all for the purpose of moving my fleets through their space when they refuse or are unable to give open borders. Such as when their influence zone cuts off access to one of my colonies, that fleet got trapped in their space, etc, etc.



Also about the alliance immediately ending it. Yes, IRL the other nations try to stop the conflict. The key word there is try. There has never been a war that others tried to stop that resulted in a immediate cease fire the moment war broke out.




Huh, it's odd that you can sign one yourself right away. I'll take your word for it, but I've been running into situations where I start a war, something comes up that I have to suddenly have it finished, but the AI won't accept my cease fire. It says something along the lines of "we're not tired of this conflict" or some such. I can't remember the exact wording. In the case you present, though, I agree a turn limit could be handy. At the same time, it hurts that you have no other options then to rescue stranded fleets, is an Open Borders agreement simply won't be reached.



As for the alliances ending conflicts...In gameplay, yes, they tend to be ended immediately. Usually within a few turns. But if you think about the way turns are set up, that's actually a few years that the conflict has gone on before it ended. So it still matches up fairly well with modern instances. It takes a bit of time for the outside parties to get the conflict to end.
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12 years ago
Sep 20, 2012, 3:55:13 AM
In the game that prompted this thread I was allied with all but one empire. The last empire was the Cravers. The first few wars lasted a few turns before someone signed a cease fire with them. Then came about a dozen more wars where I'd declare on the Cravers and as soon as I hit the "end turn" button one of the AI's would sign a cease fire. So in those cases it wasn't even a full turn of war.
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12 years ago
Sep 20, 2012, 6:33:12 PM
second that!



and a fix to prevent the AI to sign cease fire immediately would be nice in any case.
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