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It started with me thinking about my other thread about Empire Earth 2, and how it could coherently be in GalCiv2. This might not be possible to bring in, but who knows.
Alliances hardly have a limit in "time" normally, but rather in "objective must be accomplished". Just as NATO was for beating Communists. But NATO is still there and was never disolved, and here's how... Basically, alliances can ALWAYS be broken, but consequences await, including for reputation. An alliance has a "binding strength", and its "binding strength" change depending on the situation. If the other side breaks some parts of the agreement, this goes down; if he does the opposite, the bind is off; if the objective is mostly accomplished, the bind goes down; etc. While the "binding strength" around NATO was down, no participant decided to get out even with low "binding strength" (for common advantages), while after the binding strength went up again showing NATO's use with Kosovo (thus none sees a point to get out apparently, and some objectives can be added to the "NATO contract").
Basically, an alliance has a "binding strength"-o-meter just as each race has a bar showing its diplomatic stance. This bar (let's say it goes from red to green) shows a stronger/weaker "binding strength" for a given treaty/alliance/contract based on:
- Wether you and the other side respect the contract by sending troops or whattever (more... or less)
- Past contract reputation of you and other side (breaking contracts with Drengins?... It might be disregarded for such treacherous vilains -> contracts with Drengins might be less stable)
- To which extent the contract has its clauses respected (getting out of NATO would be easier after 1989)
The point?
Contracts engage you based on the contract/alliance/treaty clauses (instead of "you go to war, me too" then the other makes peace). And it does certain things as Empire Earth 2 in a better way (for non-RTS games) such as the inclusion of "treaty duration" and clauses' respect. The more on the "red" is a treaty's "bindin engagement", the harsher the consequences (diplomatic as for reputation). It seems adapted to TBS and kicks out the "duration" of treaties which is just an implicit way of showing how it really works. It seems manageable for the AI just as diplomatic stance since it's the same inner working. Now, is this good gameplay (and technically) stays the question. For FuzzyMatrix the subtle diplomat / backstaber freak, it seems fun 
).
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