If you're curious about some of the more interesting things I was reading, here they are. These are notes I kept for myself, with links back to their source in case I wanted to refer back. These are NOT some sort of guide to the mechanics I'm building, but they were the things I read as a huge part of the inspiration for that. If you have thoughts you want to share on similar subjects, then this is a good thread (and a good time) to do so, as you can definitely affect the outcome of the design of this game at this juncture.
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That's a thing I really like about Distant Worlds. There's a setting where every race has it's own goals, for example the Humans:
* Control 33% of all Continental Colonies
* Mutual Defense Pacts with 15% of all empires in the galaxy
* Destroy more enemy ships and bases than you lose
* Most Trade Income
* Most Tourist Income
while another race, the Zenox, has really pacifist goals:
* Control the most Ruins
* Explore the whole galaxy
* Build "Galactic Archives" wonder
* Lose fewest ships and bases
lose fewest troops
(Those victory conditions are weighted and default setting is to hit 80% of these. So you can still win if you don't fulfill these conditions completely)
Each race has their own set of victory conditions, and you can feel it ingame. Some really don't want to go to war with you, while others will give you gifts to keep you at bay, so they can deal with another enemy and turn on you later.
https://www.reddit.com/r/Games/comments/25v4qf/diplomacy_in_4x_games/chli47oI think much of the arbitrariness and confusion with diplomatic systems in 4x games stem from it being a largely independent part that is not tied into the game mechanics. Let me explain:
If I build a city close to a neighbouring AI it gets angry with me, because of "border tensions". Would a human get angry with me for the same reason? Probably not, especially if the city forms a natural and mutually acceptable border. The problem is, just like the human player the AI often has no real game mechanical reason to be angry with you - it is purely arbitrary.
I would solve this problem by replacing the arbitrary "border tensions" penalty with an actual game mechanics penalty, like when you tolerate a foreign settlement too close to one of yours your people get upset with you and suddenly you have an actual reason supported by the game mechanics to do something about it. To support this even further any diplomatic concession that your neighbour makes removes some of this pressure (so that when the neighbour agrees to pay tribute to you or convert to your religion your people will not get as upset about the close proximity any more).
It might also help to tie the fairness of every deal to the game mechanics, and not just to diplomatic modifiers. Enforcing unfair deals or taking unjustified action (like backstabbing an ally) might incur game mechanics penalties (like a loss of reseach capacity or increase in unrest). This of course could depend on government type, technology, infrastructure and cultural similarity which would neatly tie diplomacy into the rest of the game mechanics.
https://www.reddit.com/r/Games/comments/25v4qf/diplomacy_in_4x_games/chlrmojThe biggest issue with "diplomacy" is that you need a compelling reason to engage in it. it cannot be an afterthought in the fundamental mechanics of the game to allow players to exchange techs or have non-aggression pacts. There needs to be mechanics in the game that make diplomacy a geopolitical necessity.
I think one method would be to have trade be an extremely integral part of a player's economy, and implemented in a way that creates a lot of strategic possibilities. I think dividing the conventional economy into "industry" and "commerce" where commerce is much more lucrative, but requires trading partners. A positive trade balance would be essential, but both parties benefit even if one side benefits more.
Military alliances also need to have more meat on them than simply non-aggression or defensive alliances. Military geopolitics should be about more than just total annexation, since two or more players who must achieve world domination are fundamentally opposed in interests.
The tech tree often contains a lot of strict upgrades, which has the effect of compounding the problem since total annexation may be achievable as a result of a tech advantage. Ideally research unlocks different features, not just ones that behave the same but with a higher number attached. As more research is performed, the game world and/or battlefield gets more complicated depending on what players chose to acquire, rather than behaving fundamentally the same but with one side having an absolute advantage due to higher stats.
As a possible alternative, suppose a military alliance actually had players cooperate militarily, including coalition armies composed of a mix of forces. Potentially this would allow players to research different assets and complement each other. A coalition would necessarily have more unit diversity than a single person, but with enough industrial power the sheer quantity might be enough.
https://www.reddit.com/r/Games/comments/25v4qf/diplomacy_in_4x_games/chlju0hAlpha Centauri did it pretty well, in the sense that your enemies had personalities that determined whether or not they were inclined to like you - a few were particularly deceitful, and would feign friendship and even alliances long enough to move their hot new units over your borders and crush you.
They would also, like you said, brag (or threaten) about their newest units. Especially if you didn't do what you wanted them to.
"Hey, could you transfer SECRETS OF THE HUMAN BRAIN tech to me as a personal favor?" "Nope." "Wow. Jeez. Huh. Well too bad my new SILKSTEEL SENTINELS (3-1-4) have just entered service! I'd choose more wisely if I was you!"
https://www.reddit.com/r/Games/comments/25v4qf/diplomacy_in_4x_games/chl8uxyTrade is also a major part of the game. My mechanism to promote trade is this : Assets are built from Nanobits. Nanobits are created by refining minerals. The more mineral types you use in refining, the greater the ratio of conversion. Thus, you want as many mineral types as possible. Of course only some of the minerals are available locally...
http://www.escapistmagazine.com/forums/jump/9.406801.20293965If you are talking the EU games, if your country does not have a causus belli, then you take a stability hit (reduces income, increases revolt risk, etc). Your government needs to work to get this causus belli before you declare war. In HOI games, you have to lower your 'neutrality' level until it reaches a threshold based on other country's 'threat' level to you. Otherwise, you can't declare war. You can use spies to increase a country's threat level. Depending on game version, you can have a minister that lowers your neutrality a little each month.
Speaking of interesting real-life diplomacy, I just finished reading The Winter War (Edwards). Because of MR pact, Hitler stood by while SU invaded Finland even though German population supported Finland. Even Goring (who had married a Swedish noblewoman) sent armaments to Finland on the sly. Italy also tried to send munitions but Hitler forbade it passing through Germany.
And as Nefaro pointed out while I was typing, EU games have a Bad Boy rating system that goes up when you annex provinces and goes down as time passes. You have to balance absorbing enemies with the chance your rating gets high enough to cause neighbors to declare war on you.
http://grogheads.com/forums/index.php?topic=9716.0I'd be happy to just see a game where my people's attitudes towards an enemy were tracked separately from my own status with them (i.e., War, Peace, Non-Aggression Pact, etc.). As was the case in the EU games, if you go to war with somebody where there's not a proper casus belli, you pay the price in domestic turmoil.
The EU system actually abstracts that stuff, but still at least makes it more plausible. Adding in the occasional "story line" random event might make for interesting decisions. Do you use a particular international incident as a chance to maximize short-term resources, or do you play for an outcome that will actually antagonize your own public the most so it's easier to really go to war later on?
http://grogheads.com/forums/index.php?topic=9716.0We're working on some interesting levers for diplomacy in The Great War. The WWI era was very self-serving. Lots of capricious and irrational behavior. Some nations were literally up for auction, highest bid earned them an ally. We want to allow players to use diplomacy as another way to deal with nations as much as going to war. You will be able to buy influence. You will be able to try to counter the influence that other nations are attempting. There will also be betrayals. Think that country has your back? They may bail on you if you get into a war. That's how diplomacy worked during that period.
I can't speak for other developers, but we are very opposed to designing a game where you can't choose to turn on a dime. We don't want players to think: "Oh, the designers don't want me to do that." Because that sucks. It's much better to let you do what you want, and have to deal with the consequences.
http://grogheads.com/forums/index.php?topic=9716.msg247722#msg247722What Mr. Biggles said basically: we're very good at figuring out the intentions behind the moves of others. That allows us to pre-empt future opponent moves or to setup a 'trap' to bait them. Purely reactive - that is, they only consider the current state of the game - AIs are just incapable of imitating the kind of reasoning we do when we contrast the moves of our opponents against the state the game was in and where it makes sense for the opponent to take it. Expert human players tend to be very good at masquerading their actual intentions, misleading or distracting their opponents.
http://grogheads.com/forums/index.php?topic=9716.msg248047#msg248047My pet 'hates' from 4x games, that always ruin the immersion for me. It would be amazing if Endless Space could avoid these:
(1) inconsistent + unrealistic relationship changes - allies one minute, then enemies the next, especially after peace and an alliance lasting most of the game or after having lots of trade relationships between you. This might be because of:
(2) contrived triggers for diplomatic relationships - you expand a certain amount, and suddenly all your friends and at peace neighbours hate you and declare war. This is especially annoying if (see above) you have a long term relationship and you're not going for a military victory. Other examples, even peaceful/good empires will be hostile to you at first contact because they somehow know that you don't have much of a military, but will suddenly become more friendly when you build a few military ships in some far off spaceport!
I dream of a more mature diplomacy system which allows more strategic choice in various scenarios. E.g.: you build up a steady game-long relationship with an ai race (possibly at the detriment of your relationship with other empires who view your alliance with suspicion). If your ai friend is a lot lot weaker than you, maybe other alliances will form and choose to attack your friend first, in which case your friend may ask to become a protectorate, and give you a percentage of their economy in return for military protection.
TDLR: More options, loyal ai, and ai that's proactive in building up a relationship with you please
http://forums.amplitude-studios.com/showthread.php?896-Discussion-AI-diplomacy-annoyances-from-other-4x-games&s=c2d454d5da703c0446bd71d634742352&p=9688&viewfull=1#post9688I dream of a faction that says to you "hey, look, you are growing too powerful, and need to slow your expansion, or buy us off, by doing something nice for us - Let's talk."
I dream of a faction declaring not war, but ship licensing and patenting demands, (in which effect - they start turning out ships with your technology),
I dream of agreements not to settle certain systems on your direct border, agreements to lend ships to help with a particular military problem they are having,
I dream of sending over, loading or reassigning 1, 2 or 3 of your heroes to help them upgrade their empire (with random success, tilted by quality) with various consequences available for success, etc..
http://forums.amplitude-studios.com/showthread.php?896-Discussion-AI-diplomacy-annoyances-from-other-4x-games&s=c2d454d5da703c0446bd71d634742352&p=9756&viewfull=1#post9756This just caught my attention and i instantly thought about how neat it would be to be able to make an agreement with another empire to create a "no-man's land" treaty on a system between your two empires. Breaking said treaty would obviously have a big diplomatic penalty.
http://forums.amplitude-studios.com/showthread.php?896-Discussion-AI-diplomacy-annoyances-from-other-4x-games&s=c2d454d5da703c0446bd71d634742352&p=9783&viewfull=1#post9783I want to be able to win by PEACEFUL and COLLECTIVE means if I feel like it. And if I change, and rip up treaties, then yeah, kill me and turn on me (balanced by the AI personaility somewhat). Also, I want steps IN BETWEEN peace and war. Recall Ambassadors (A -3 per turn to relations, with a x% chance of shaking some sense into them), the gradual ripping up of treaties, and things that will warn you well in advance that your relationship is souring.
** I want to be able to assign my best administrators to resolving the crisis, perhaps pulling them from normal duties for X turns, with a chance to really make the relationship go somewhere - or fail classically and have the relationship go south. With maybe a fantastic military general working better for some factions, and my civilian heroes working better with peaceful governments. **
http://forums.amplitude-studios.com/showthread.php?896-Discussion-AI-diplomacy-annoyances-from-other-4x-games&s=c2d454d5da703c0446bd71d634742352&p=11086&viewfull=1#post11086Galactic Civilizations pulled a rather pleasant move with the idea of a "United Council". As well as affecting inter-civilization diplomacy in a rather unique way, it allowed the player to steer the outcome of specific decisions that would otherwise be entirely up to the AI and random chance, such as an enforced neutral territory or protected trade routes.
http://forums.amplitude-studios.com/showthread.php?896-Discussion-AI-diplomacy-annoyances-from-other-4x-games&p=14740&viewfull=1#post147401. Improve trade. Right now it seems difficult to set up and rare.
2. Set up Neutral Zones between Empires - some allow ship movement and trade through them and merely ban colonisation, others might be total 'no mans lands' with no exchange whatsoever.
3. Allow Empires to work together towards shared goals. GalCiv did this by having Trade Agreements and Research Agreements actually be detrimental at the outset but mature into highly profitable partnerships.
Real Life allows Empires and people to pursue common goals first and establish stable relationships BASED on these histories of cooperation. Game Diplomacy forces empires to sign agreements first and THEN allows them to collaborate. Even countries engaged in Cold Wars allow cultural and economic exchanges, after all!
http://forums.amplitude-studios.com/showthread.php?896-Discussion-AI-diplomacy-annoyances-from-other-4x-games&p=17658&viewfull=1#post17658+1 to all of these ideas. In particular, a sense of common purpose would be great. I want to think "Ah, they might be able to help me" when I encounter a race, not just "okay - kill them after these guys".
http://forums.amplitude-studios.com/showthread.php?896-Discussion-AI-diplomacy-annoyances-from-other-4x-games&p=17671&viewfull=1#post17671One of the biggest problems is that an AI should not be too passive, because it ultimately makes diplomacy too easy for the player to handle. The problem is that a player is not bound by the Alliance rules he can declare war on every occasion without having to worry about any drawbacks.
The diplomacy System in Civ 4 worked a bit like this. Long lasting Alliances were perfectly possible since some AIs would not DoW once they hit a stable plateau of +10 to +20. While this was "realistic" and probably close to what you'd find in real life it also made diplomacy completely pointless. The more you know how to coerce an AI into a peaceful coexistence, the less you actually need to worry about them. Without random backstabbing you can quickly create unbeatable power blocks and don't even have to go to war. Once you can predict how the AI will react (what's basically everyone here is asking for...) it is not hard to play according to it. That's even more of a problem since the diplomacy system does not scale with difficulty.
I see why many poeple are against an AI that actively punishes the player for winning the game, but then again, I'd rather have war than clicking the end turn button 50+ times once I already know that my alliances are going to work until my science/wonder victory.
http://forums.amplitude-studios.com/showthread.php?896-Discussion-AI-diplomacy-annoyances-from-other-4x-games&p=76919&viewfull=1#post76919I think fundamentally the problem I have seen with diplomacy in nearly all games I have played is there is too little consequence for the human overall.
As a human, I know ultimately I want to win. So while I like diplomacy, there is nothing me from dropping an ally at the turn of a dime to help me win.
To diplomatic penalties need to incur real mechanical penalties, which also gives it more teeth in multiplayer.
For example, a diplomatic penalty should effect your trade with all races (if my trading partners are suspicious of me, they are going to need a little more palm greasing). Vice versa, an upstanding diplomatic record might give me a trade bonus.
Diplomacy might also have affects on my approval or my ship maintenance (easier to get cheap ship parts if I have a clean record).
http://forums.amplitude-studios.com/showthread.php?896-Discussion-AI-diplomacy-annoyances-from-other-4x-games&p=77022&viewfull=1#post77022Yes, I'd love better diplomacy. As it stands, the AI when it comes to diplomacy in this case pretty much ruins any enjoyment I get from it. Someone earlier in the thread had the best point (in my opinion): there are too many stupid modifiers which do nothing but ruin diplomacy. If not that, then there are too many large negative modifiers when compared to the few small positive modifiers. I've been playing a small map with a couple of other AI players (none of which were militaristic in any way). I met them, asked for peace (which also sucks in this game. Seriously, I have to research how to ask for stupid peace? And even then I have to wait several turns after meeting them to ask for peace? This game just has way too many stupid moments like that), and we got several trade routes and agreements made (trading resources and such). I'm thinking how awesome this is getting possible allies, and all relations are going great. Next thing I know I'm getting massive penalties for expansion (which is stupid because they're expanding more than me, and I'm too afraid to expand at all because it seems that gaining even one more planet makes everyone hate you), score (great, now doing anything in the game makes it impossible to have friends), connections via warp (that's the most idiotic thing I've ever seen in a game like this. Seriously, with that logic Canada and the U.S. would be constantly at war), connections via regular travel (once again, that wonderful logic leads to things like North Dekota going to war with South Dekota), and crap like that. What's worse is that all of these build up to massive penalties, while the positive modifiers don't get nearly as big, leading to cases where you will never be at peace with anyone.
This needs to be fixed. This is the worst "diplomacy" I have ever seen in a game, which sucks because everything else is great. I mean, Total War games have better diplomacy! There's just so many huge, negative modifiers in this game which don't make any sense, and do nothing more than ruin the experience. If nothing else, I want that fixed. You don't even need to add something like a no-mans land that other people have suggested. If nothing else, just make it so that if you are at peace the connection penalty is removed, because it's stupid. How many times has Canada attacked the U.S. for being there? Yeah, my point exactly.
http://forums.amplitude-studios.com/showthread.php?896-Discussion-AI-diplomacy-annoyances-from-other-4x-games&p=91569&viewfull=1#post91569