.
In fact the Non-Aggression treaty doesn't make sense as when your at peace you have already agreed to not attack each other which is by definition what a Non-Aggression pact is. In some other 4x games the Non-Aggression treaty is the treat that makes it so you don't freely attack each other.
If the game had actual functional differences for the treaties then it would matter. For example in many 4x games an Alliance means that should another player declare on either one of you then both of you go to war. As for Non-Aggression a mechanic I've seen in other games I think could work well here, which is the players agree to a penalty if it's broken. Thus is either one declares war on the other they are fined and the money given to the player getting attacked. The treaty also has a time limit as it's understood that war will eventual come since the game is 4x.
I didn't say the strategy elements were non-existent, just that they were shallow to the point that only a few of the options actually yield viable results.
I agree that the distinction between the different states of diplomacy could need some work.
But thats what i meant by "its there",so i am positive we will get more out of it in the future.
I think btw that you cant break an NAP yourself and declare war on the same turn.This would mean that as of now,an NAP would give 1 extra turn to prepare for upcoming wars.And like already said,the AI treats the NAP different,in my games it often held like 15 turns and then another 8-10 turns until the AI demanded gold/mana for peace...which means it is already a strategical option.
Not sure about alliances in this game,never had one,but often players would share map view among other features in other games.Some features could already be implemented in this game.
Yes,you didnt say strategy elements were non existent.But me and others are basically saying that there already lots and lots of strategical decisions in this game,much more than in many other comparable games,and much more than you are willing to give it.
THe city mechanic alone,while a little gold centric,gives lots of room for strategic decisions:
-lots of special resources
-finite space
-other race penalty:do i raze it instantly,raze it once a settler pops out for free,or keep it for special buildings/resources/perks
-mana,gold,food,research or unit production center,considering perks are free if special resource belongs to that city