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  #1  
Old January 16th, 2003, 02:20 AM

couslee couslee is offline
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Default Treaties..... whats the point?

In my current game, I have met a number of races, 3 of which have survived. One is fairly large, and we are locking horns at every turn. No problem. There are two other minor races than didn't think their tiny empire could take on mine and are still around. One has one system and five planets, the other has one system and three planets. They keep wanting to establish a trade alliance with my 15 system 32 planet empire. Now, what could they possibly offer that would make me agree to that? Their production is a widow's mite compared to mine. Certainly, getting a percentage of my production would be a big boon for them, and quite possible enough to make them a threat later on. I have no desire to provide the means for them to attack me. And the production percentage I would get from them is trivial. yes, I get a happiness boost the turn I sign a treaty, but nothing after that. So, what the point?

And as for treaties with races that are comperable in size, that may be good to avoid a two front war, but I am sure eventualy things will go sour. All part of the conquest game genre'.

I feel like responding to this little empire, sure, I will trade with you. I will give you a lesson in abject humility, and you give me your planets.
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  #2  
Old January 16th, 2003, 02:31 AM
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Default Re: Treaties..... whats the point?

Depends on your play style. Some ppl like to play the role of a more benevolent superpower who would like to help the little guy out.

Also, there may be strategic advantages: Getting a military alliance or partnership with one of them might extend your range (using their resupply depots) or give you valuable information (enemy ships designs, views of systems you have no presence in).

The thing is, you're right. Playing to win against the AI and stomping them all into the ground really isn't that hard once you've played a few games, so you have to either:
a> start playing multiplayer
b> give the AI a chance (refrain from using certain techs, refrain from trading with the AI, disadvantage yourself at game setup)
c> Play not to win, but for the joy of playing. (usually involves some degree of roleplaying)
d> move onto some other game
e> mod your own game out of SEIV.
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Old January 16th, 2003, 02:33 AM

Gryphin Gryphin is offline
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Default Re: Treaties..... whats the point?

The point is to not have to fight your way through thier system. Depending on your race it will gain happynesspoints for making a treaty.
Most lilkly they are Neutrals so you don't have to worry about them expanding.
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Old January 16th, 2003, 02:57 AM

couslee couslee is offline
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Default Re: Treaties..... whats the point?

I take it "neutrals" are the ones with the more generic flags, without design? If that is the case, the first two races I met were blantant idiots, as they started attacking me from the git and now serve my empire on methane worlds i wish to colonize. And they had generic flag types.

The intel might make it worth it, like your said, IF they don't have end game designs of their own expansion into my territory. One of them might have info, the other is isolated. And as for "having to fight my way through their system", what do I do on turn two? lol

I agree stomping the AI is no great claim (in this, or any other game). I was just wondering if others found treaties with much smaller races of any benefit at all. I know in Civ games and such, the AI races/factions/ect, in the end get mad and go to war with the super power, namely the human player. It is refreshing to hear that I won't have to eventually stomp thier butts
per the score:
Me/race1/race2
resources 88.1k/9.7k/9.6k
science 37.0/7.2/4.3

That is why I asked what the point is.

I have another whats the point question tho. What is the point of Counter-intelligence 1? It's on your list, but you can't do anything with it because you don't have any intel facilities. the advance that gives you Intel facilities, also gives you the much better counter-intel2. that imo is stupid design. If intel facilities were available right off the bat like reasearch facilities are, then CI1 would have a use. but it's not, so why even have it in the game? I would like to see intel facilities available at the begining, but in absence of that, move the counter-intel action down the line one slot. (and I am betting that can be modded, but I am not really one to mod)
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Old January 15th, 2003, 03:05 PM
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dogscoff dogscoff is offline
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Default Re: Treaties..... whats the point?

You can get intel points without intel facilities, you just need to be in a partnership or MA with someone who has intel facilities.

Oh, and if you become a superpower, the AI *will* all turn on you, unless you have switched off the Mega Evil Empire option.

And I do find such small treaties beneficial, even with neutrals. the extra resources aren't much, but can be helpful, and I like to play the nice guy. Besides all that, allies improve your economy by not draining it: If you're not at war with someone, that's one less border to build warships and defences for.
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Old January 15th, 2003, 04:20 PM
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Arkcon Arkcon is offline
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Default Re: Treaties..... whats the point?

Quote:
Originally posted by dogscoff:
If you're not at war with someone, that's one less border to build warships and defences for.
If you can keep them at war with your enemy, using the intell communications mimic, and keep them friendly with you, which is a challange, you have a fun role-play situation.

[ January 15, 2003, 14:21: Message edited by: Arkcon ]
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