GalCiv II has a new diplomacy AI. It's a complete rewrite from what was in Galciv I. The AI literally calculates how much it should like a given player based on a broad range of factors. Some of these factors are displayed on the "report" dialog on the foreign policy window.
During the course of the betas, the kinks in the new system have shown up and this past week I've been going through and addressing them. For example, the AI tended to go to war with way too many players. The cause of that was that each "Factor" was independent of others.
That is, the AI WOULD take into account that it was at war with multiple players. But it didn't do enough countering of that if it didn't like a given player. So you ended up in a sort of banzai type mentality in the game.
What I've done this time around is to have a "worst enemy" concept. If the AI is at war with its worst enemy, it will really try to stay out of war with other players. If it is at war with someone else who is not their worst enemy, it'll potentially make room to go after the worst enemy if it ismilitary strong enough but generally it'll try to stay out of war with more than one player at a time if it can.
This brings us to one of the goofiest parts of GalCiv I that needs to be addressed -- alliances. In GalCiv I, alliances were great for the weak player but horrible for the strong player because the weak player could run amok because if they got into a war, even if the weak player started it, the strong player got sucked in.
This time, Alliances will be turned into a defense package. That is, if you attack someone else, your ally isn't bound to help you. ONLY if you are attacked first will your ally come to your aid.
So if you are at war with the Drengin and Yor and they are both allied and you make peace with the Drengin, that peace will remain because the Drengin won't be honorbound to re-declare war with you UNLESS you make peace with the Yor and then later START a new war with the Yor.