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January 15th, 2003, 04:27 PM
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General
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Join Date: Mar 2001
Location: UK
Posts: 4,245
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Re: Treaties..... whats the point?
Open the file data/settings.txt with notepad, and change
AI Uses Mega Evil Empire := True
to false.
Everything you ever needed to know about Mega Evil Empire
[ January 15, 2003, 14:29: Message edited by: dogscoff ]
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January 15th, 2003, 04:42 PM
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Corporal
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Join Date: Dec 2002
Location: Hogeye,Ar--USA
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Re: Treaties..... whats the point?
That's what I needed to know. Thanks!
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January 15th, 2003, 05:37 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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Re: Treaties..... whats the point?
Quote:
Originally posted by couslee:
[QB...and now serve my empire on methane worlds i wish to colonize...[/QB]
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That's how I make treaties....

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January 15th, 2003, 08:22 PM
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Sergeant
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Join Date: Jan 2003
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Re: Treaties..... whats the point?
I appreciate the role-playing aspects, and do so to an extent. After reading about the MEE, I can appreciate that it is in the game. My main concern, was these two peacefull empires would use the benefits of my trade alliance to build a war machine to attack me. IRL, that is not going to happen. Using them as puppet attackers is a good idea, that way they can expand>>>>>> the other direction and irritate the other races. As I said before, in any of the other 4x games I have played, the AI views you as a MEE all the time, which is just silly. It would be like Togo (no offence to any Togoniese) saying they were going to take their one crop duster and attack the evil American empire..... and expect to have any other result than a good arse-wuppin. (just ask afganistan). The sad part, is the lack of coordination with the AIs. from what I read tho, ALL the AIs AT ONCE declare the war, which is fine. by the time I reach that point, the game will need something to make the mop-up more fun. The peck here, peck there is not a challange nor fun. There have been countless games of civ/smac that never got finished because of that, but if ALL the factions declared war at once, I might have been quite challanged.
I tried in other games to play the good guy super power, where I have even given fully developed cities/bases to help out the little guy, but they always turned out to be ingrates after a short period.
If you pass the MEE threshold, do "partnership" treaties also get canceled? I don't think they should, just as they should not be able to be canceled for any other reason. Deadlock2 was that way, a victory pact could not be canceled or brokien, and it had an impact on your final score. (shared points) If that is not the case here, I would like to see it in SEV or in the next upgrade/patch.
I hadn't thought of getting intel points from a treaty prior to being able to build the facilities. That certainly would explain why CI1 is there. kewl
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It's all just a perspective of matter.
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January 16th, 2003, 02:53 AM
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Private
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Join Date: May 2002
Location: Boston, Massachusetts
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Re: Treaties..... whats the point?
Say, has anyone been able to get an AI to accept Subjugation or Protectorate treaties?
I like to play GoodGuy-SuperPower, but always have those one or two neighbors that are hostile but weak. I'd prefer more of my wars to end with Subjugation, and less with their Surrender.
Prophet
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I was thinking of the immortal words of Socrates, who said, 'I drank what?'
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January 16th, 2003, 03:18 AM
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Sergeant
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Join Date: Jan 2003
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Re: Treaties..... whats the point?
In my game, I will give it a shot and see. i can always go back a turn. I decided to not bother with the one isolated race that would have to go through either myself, or the other little guy to get out of the corner. So I am just going to remove the distraction of them being there. I could try and get them to subjugate instead. will still probably re-load back, unless subjugates can't break that treaty even with MEE on. Might have to have a look at the Encl Malf again and see what it says about that treaty type.
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It's all just a perspective of matter.
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January 16th, 2003, 03:39 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Treaties..... whats the point?
Acceptance of Protectorate and Subjugation are controlled just like Surrender. There is a specific setting in the ..._AI_Politics file. I forget what the default is, but you probably want to reduce it a bit for neutrals. I have used them successfully, but the AI seems to be much more prone to break these than other treaties.
As for intel, I have been toying with the idea of making some basic facility produce a few intel points. Space ports maybe? A space port would be a great place to post your intelligence officers so they could gather rumours and watch where people (err, beings?) and cargo were going. Or maybe the Urban Pacification Facility? If you take the Orwellian view of these as 'reprogramming' centers they could be auditing the personalities of your 'subjects' and reporting back on what they are finding. If one or the other of these produced 50 points or so you'd have a little bit to work with even before researching 'serious' intel techs. So as long as you only had counter-intel one and no other intel projects you'd only have intel defenses, supplied by these default sources.
[ January 16, 2003, 01:41: Message edited by: Baron Munchausen ]
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