Re: [Freeciv-Dev] Borders
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
Jules Bean wrote:
>
> Claus Leth Gregersen wrote:
> >
> > What i think would be nice to do was:
> > add 5 diplomatic states:
> > war, siege fire, neutral, peace, alliance
> >
> > In war and Alliance borders means nothing.
> >
> > Hmm, in neutral you'll automatically go to war? (it's your initial state) if
> > you cross the border.
>
> I think the client should warn you ('are you sure you want to do that?
> It may be interpreted as aggressive'). But you should still be able to
> do it, without going to war. You cannot, however, make a directly
> offensive move - attack or pillage - without first going to war.
>
> Merely crossing the border would make an AI trust you less (but that's a
> second level effect).
I don't think thats a good idea. You are essentially allowing a
hostile force to move at least one offensive unit into your
territory before war is declared. Imagine moving a tank unit
across a border, getting close to a city, and starting war on the
next turn. This applies to AIs more so than human players. A
human could see the threat and immediately declare war to attack
the above mentioned tank before it gets a chance to use its
offensive strength.
The AI especially should consider a state of war the moment a
unit crosses its border. This will prevent the AI from being
taken advantage of. Only in alliance status, should the AI allow
humans to move forces over its borders.
Also, the AI should be taught to garrison its borders, so that a
move like the one above couldn't happen anyway.
>
> >
> > In siege fire, you'll get a huge reputation drop if you cross the border.
> > (Reputation should be used by the AI when they decide if they want to make a
> > siege fire/peace treaty with you).
>
> You mean cease fire, I think.
>
> >
> > You can't cross it if you're in peace with the nation. But you can declare
> > war on the enemy nation
> > And cross it next round without a slight reputation drop, or this round with
> > a major reputation drop.
>
> I'm not sure whether reputation is intrinsic to you, or whether it's
> better implemented just by the AIs each maintaining their personal
> opinion of you (as the humans will anyway).
For the benefit of the AI, your reputation value should be
maintained/shared by all AIs, so that they all mistrust you if
you've 'mistreated' one AI harshly.
>
> Jules
--
Ed C.
- Re: [Freeciv-Dev] Borders, Martin Willemoes Hansen, 1999/09/01
- Re: [Freeciv-Dev] Borders, Mika Korhonen, 1999/09/02
- Re: [Freeciv-Dev] Borders, Peter Schaefer, 1999/09/02
- Re: [Freeciv-Dev] Borders, Jules Bean, 1999/09/02
- Re: [Freeciv-Dev] Borders, Ed Cogburn, 1999/09/02
- Re: [Freeciv-Dev] Borders, Claus Leth Gregersen, 1999/09/02
- Re: [Freeciv-Dev] Borders, Jules Bean, 1999/09/02
- Re: [Freeciv-Dev] Borders,
Ed Cogburn <=
- Re: [Freeciv-Dev] Borders, Claus Leth Gregersen, 1999/09/04
- Re: [Freeciv-Dev] Borders, Ed Cogburn, 1999/09/05
- RE: [Freeciv-Dev] Borders, Todd Goodman, 1999/09/02
- Re: [Freeciv-Dev] Borders, Greg Wooledge, 1999/09/03
- Re: [Freeciv-Dev] Borders, Jarda Benkovsky, 1999/09/06
|
|