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  #1  
Old March 17th, 2003, 07:52 AM
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Default Treaties

Greetings fellow strategy gamers, it�s been awhile since I�ve posted here or played SEIV. Here�s the situation: I�m currently playing as the Fazrah in standard Cluster galaxy with Fryon�s quadrant mod. I have a pretty good strategic position for my empire in this cluster galaxy. There are only two warp points in my empire that lead out to the rest of the galaxy, one system only has a star and a few asteroids. I�ve placed a minefield in that warp point just in case any un-friendlies come along. The other system that leads out of my empire consists of the home system of the Cluk-Ruk Repbulic. I want to subjugate them or go into the protection business and establish a protection treaty with them. I don�t want to invade and conquer them or go genocidal on them for now. I just want to make money of off them like a leech or like gangsters did during prohibition era. I figure I could make more money with tariffs than just conquering them and waste more resources building facilities. I�ve built 11 fleets just in case if I have to invade the Cluk Ruk system and here�s the rundown of my fleets:

*3 Heavy Carrier Task Force each consisting of 1 heavy carrier with spacefighters, 2 battleship, 2 battlecruiser escorts.

*4 Heavy ship naval fleets consisting of 1 dreadnought for each fleet and their 2 battleship, 2 battlecruiser escorts.

*3 Space Marines Expeditionary Forces. Each of those expeditionary force consists of 2 mix medium and heavy class carriers with spacefighter/bombers to provide ground support for the troops, a few spacefighers to provide escort to the those spacefighter/bombers, 2 to 3 troop transports that can carry 200 hardcharging space Marines to conquer the planet, 2 battleship, 2 battlecruiser escorts, a few small cruisers that carry planetary weapons such as napalm, plague bombs, neutron bombs, and radiation bombs.

*1 subspace (submarine) unit that consist of 2 drone carriers and cargo transport with a supply of anti-ship drones that�ll blow away any enemy ships in the system.

If I send in those 11 fleets, will the Cluk Ruk agree to this proposition over time? I replayed the game 4 times. First 2 times, I decloaked my entire massive fleet and demanded that they accept my treaty of subjugation. Next turn their regents refused my offer and told my to f*** off. I got ticked off at that. I have a huge number of ships in their system and they refused my offer. Their mood in the next turn is �murderous�. 3rd time I replayed the game, I decloaked one battlecruiser and introduced my race to them and offered a gift consisting of resources, some technology, and a treaty of subjugation. They refused again but their mood was moderate. 4th time around, decloaked only one battlecruiser, introduced my race, no gift, but proposed a treaty of trade alliance. They agreed and their mood in the next turn was moderate. I do not want a trade alliance with them. I want to subjugate them or make them into a protectorate. So, that I can freely pass my colony ships through their system and colonize other empty systems or battle other empires when I have pass through their system with one of my fleets. So my question is how can they refuse my offer of subjugation when I have 3/4 of my empire�s fleet in their system? I could easily conquer them and if I were them I would easily accept those terms if there was an enemy invasion fleet in my front doorsteps. Does it take time to get an empire to be subjugated by my empire or what? Any tips on this? Thanks! I apologize if this post was long.
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Old March 17th, 2003, 08:04 AM
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Ruatha Ruatha is offline
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Default Re: Treaties

I'm also interested. In alot of PBW games I play against AI replacements. I've never gotten anyone of them to accept subjugation or protectorate even in the face of death.
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Old March 17th, 2003, 11:11 AM
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Default Re: Treaties

Unfortunately you can't often apply logic to the AI's diplomacy. The only thing that's predicatable about negotiating with the AI is the frustration it will cause.

In your case I would take most of the system with troops. Don't bomb any planets, just send in loads of troop transports. That way you'll get all their population and production facilities intact. Kerching!

Then, when they are down to just one or two small worlds, demand surrender. You'll get their remaining worlds and all their ships, units and tech as well. Kerchachaching!

Are you able to use tactical combat in this game or is it strategic only? The design and tactics of your troop transports will depend on that.
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Old March 17th, 2003, 05:25 PM
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Default Re: Treaties

For these treaties, the AI bases its decision on scores. The AI can see scores of all players no matter what the settings are (the only thing it can see that humans can't). Modded AI's can be different, but from the Newbie FAQ:

10.6.7 For default AI�s: If you have six times their score, you can make them a Protectorate; if you have eight times their score, you can Subjugate them; if you have ten times their score and are not allied with them, you can get them to Surrender.

edit: the AI anger level toward your empire also plays a part in the decision to accept a new treaty.

Hope this helps.

Slick.

[ March 17, 2003, 15:50: Message edited by: Slick ]
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Old March 17th, 2003, 05:52 PM

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Default Re: Treaties

/do you thing that its more realistic 4 times their score?
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Old March 17th, 2003, 10:34 PM
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Default Re: Treaties

What if I blockaded their homeworld or colonies and then demanded a treaty of subjugation plus tribute from them like resources? Will that work and make them subservient or will it only cause war? I think I have a high experience points. I�ll check it in the next turn. I don�t want to be genocidal or goosestep my way into their homesystem and conquer their homesystem. Even though I went through Marine Corps recruit training in real life in MCRD San Diego, I prefer to keep the peace throughout the galaxy in this game and need access through that warp point in their homesystem. Currently, I�m also playing 2 other races in the game, the Jraenar and Xiati since they�re my favorite races as well. In one turn one of my scouting ship (a light cruiser) hit a minefield and my race encountered the Cua Cuppa race. I sent in two of my Jraenar Infantry Guard battalions and one heavy Jraenar Carrier Group to the Cua Cuppa home system. My fleet consisted of the same type of ships as the Fazrah Space Marine Expeditionary Forces and Navy Heavy Carrier Group. I attacked their homeworld but played through strategic view not tactical view. My Jraenar Commander of that task force did not land any Army troops there and instead plagued the planet. My carriers, dreadnoughts, and battleships have sickbays to cure the plagues. After the epic space battle, I found out I�m just blockading the planet. I did not save the game to see what happens next.
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