Yes definitely. You also see dogpiles like that in the Civ 4 games. Where one nation would be put under by 1 or two civs, and all of a sudden it was a 5 on 1 venture.
What I would love to see is diplomacy AI which works more like Civ 4. It looks like CA made some attempts to make their diplomacy more like this (With the "friend o meter" and the ability to immediately open negotiations). However it sounds to me like the AI in Civ 4 acts more logically. Sure there are certain leaders such as Shaka and Monty who are often perfectly sporadic, but there are other who make perfect sense (Such as Isabella, who can be your best friend if you share religions, and your worst enemy if you don't). The funny thing about Civ 4, actually, is the human player is the one who ends up looking more like the AI from this game (They develop a long standing relationship with someone and then just up and betray them out of the blue with no warning). Also in Civ 4 there are certain signs that a civ is about to go to war (The We Have Enough on Our Hands Right Now note in the diplo screen tells the player right away that that civ is preparing for war, and to start checking the relations screens to see if it might be them).
Sure a lot of people say that the game is more interesting when the AI is "unpredictable", but unpredictability does not equal humanlike. Ever since I started with R: TW, all I've really ever wanted to see is allies who I can feel somewhat emotionally connected to, all I get is factions which I may try to befriend now, but just know that someday they are going to attack me, and I will have to kill them (Kind of like the feeling in all those zombie movies where the protagonist's best friend/girlfriend/mother gets bitten, and they know that they will turn eventually...)
Sorry for the long rant, I hope at least some of it makes sense to someone...
*EDIT* Also in Civ4, I really like the fact that going to war is no laughing matter. Your economy (Military upkeep), and city happiness (War Weariness) take such a big hit from the declaration itself that the player really has to consider the options, and figure out, not just if he can win, but if he'll be able to deal with the implications of winning (higher upkeep, changed political status, science affected) It's really neat actually, I'd love to see things from Civ4 implemented in these games (But with the neato battles, and minus all the complicated micromanaging and math...)
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