Diplomacy Screen loophole round up

Okay, this next week we'll be fixing the diplomacy loopholes.

Here are the ones I'm aware of:

1) can take the peace treaty off one size and it'll let you always make peace.

2) AI is willing to trade transports and colony ships (which it shouldn't).

I've also heard reports on abusing the trade X amount for Y months but don't remember specifically how that works.

What other things on the diplomacy screen have come up?
214 views 7 replies
Reply #1 Top
Trade X cash for Y months race that has some cash.

Ask for the cash X for 434657463899 "Y where Y is some large whole number" months and you get it.

Also works with planets, techs.
Reply #2 Top
Why should you not be able to trade colony ships, transports, constructors or starbases they all have a value as long as the trade is fair I see no reason why it should not go through.
Reply #3 Top
Technician, there was lots of discussion about whether your x million soldier or colonists WOULD let you sell them. It was also too easy for the human player to realise the true value of a transport of colony ship based on where is was when you were trading for it. Would take lots of AI code to even try to make it semi intelligent.

Brad, stopping the overflow, where by a trade which was rejected would then be accepted if you keep asking for more (whether planets, techs, longer lease or more money per month) is crucial.

Paul.
Reply #4 Top
As I posted elsewhere, I couldn't get a minor civ to trade a planet for love or money, but they would trade *both* of their planets for a song. I have to admit, I went ahead and did it, but I never benefitted from my ill-gotten gains: a version upgrade made that game unfinishable.

-Robert
Reply #5 Top
'I've also heard reports on abusing the trade X amount for Y months but don't remember specifically how that works.'

It's a simple overflow on trade value, from what I can tell. Any arbitrarily large trade could trigger it.

'Technician, there was lots of discussion about whether your x million soldier or colonists WOULD let you sell them.'

I really have to agree with Technician on this. Everything should be tradable under the right conditions. The question should not be if it can be tradable, but rather under what conditions it should be so.

I can accept launched colony ships or transports not being tradable because of the occupants (never mind the fact that planets with vastly larger populations are still tradable). I do not see any legitimate reason for unused ships being barred from trade, though. The problem is that the game forces people on to them when they launch after such a trade, which is the part that doesn't make sense.
Reply #6 Top
#trade values for Wonders are massive. I would prefer them to be reduced significantly. I mainly go for love mushrooms first have not cheched trading of other wonders in depth

#I am not sure that races should be allowed to trade planets at all. Ships, influence, tech whatever fine, but planets?

#The ‘spontaneous’ minor races (i.e. the Jakians)have no image file and also a year or so after they arrived I tried diplomacy with them and they had (minus) –787879925 bc in their treasury.

#Scotlings - when trading with them they had (minus) -171729322bc

#Other in-game created minor races have huge minus numbers as credits in their banks.

#can we have a + and - button or a slider for increasing and reducing the credit trade values in negotiations rather than having to keep clikciing the box to activate keboard input and typing in the values? This should retain the value of your last 'offer'so you can adjust it.

# a 'next and 'previous' race button would be good. At the moment to select the next race to sell my goods to I have to click 'cancel' exit the screen select the next race and come back in.

s
Reply #7 Top
Actually, I had put some time into fixing the peace and alliance offers to return on both sides when I implemented the treaty race dialog...and yes, it does return peace and aliance from both sides.