It would need to be huge: nobody should ever again want to trust the guy who just signed a peace treaty and then pulled a "Psych! Heil Hitler!" on someone.Absalom wrote:Really? I would just throw in a negative reputation hit on them, and have the AI take that into account. Potentially more variety in the gameplay that way.ShadowDragon8685 wrote:The Yorgal declared war on me for $REASONS.
They didn't come at me in like, ten turns. Eventually, I said "this is stupid, let's end this war."
I paid 100 Influence to end the war, 80 to establish embassies again, 80 to establish trade again...
And the very next turn, they declared war again.
THIS NEEDS TO BE ADRESSED! The player shouldn't be allowed to spend a metric assload of influence to accomplish something only to have it immediately undone by the AI going "Psych!" Either the AI should be bound by its agreements to end wars for a nice long time (like, 80-100 turns minimum,) or it should reject peace offers if it's just going to declare again next turn.
I mean, I'm all for not outright prohibiting actions in video games, because it can get absurd. Consider Stellaris: "There's galaxy-devouring monsters on the far side of this galaxy. We have a fleet that can stop them, but only if we can get to and take their beachhead so they're warping into hostile territory. We WANT to go and get them, but some tiny, pissant pack of radical pacifists refuses to open their borders to us for any reason. We would like to say "screw you guys" and fly across their space, but we shouldn't have to declare all-out war on them to do so."
But there should be consequences for doing things like, say, reneging on your word, or violating someone else's territory.