Thoughts on Diplomacy
Posted: Wed Nov 20, 2013 10:00 am
I know there's a plan to start a proper Diplomacy Suggestions thread but I thought I'd throw out a few questions/ideas around diplomacy that could be incorporated into it later.
First question that comes to mind is, how much warning should there be before a faction declares war? Should it be a surprise, or obvious? I get the feeling that different players would have different preferences, so can it be an option at startup e.g. whether to display an "aggression level". Or can an impending declaration of war be deduced by paying a cost - e.g. placing spies/bribing officials.
Second question is whether a player should be able to avoid war by paying tribute and so not have to build much of an army at all (the ultimate builder strategy). This might appeal to a lot of players. It would have to be roughly equivalent in cost to building an army and could require a bit of strategy to pull off (e.g. figuring out who and when to pay off). Diplomacy effects might have to be transparent (but difficult to optimise) to let players figure out a good strategy.
Third is how much influence diplomatic effects should have on AI strategy vs. other considerations e.g. gaining more room or strategic resources. Why should the AI only attack people it doesn't like, rather than invade areas it would be beneficial to control (like the player).
Fourth, what if there were scripted events that affected diplomatic relations - e.g. a plot-based improvement/deterioration of relations between specific factions either following the same story, or semi-random. So you could play like an "Earth" game with predictable allies and enemies or a random game. (Maybe not fully random - at least not contradictory. So a positive Togra/Dynasty event will most likely be followed eventually by additional positive T/D events, letting you plan ahead without being completely in control.) This could also be cool for scenario design.
First question that comes to mind is, how much warning should there be before a faction declares war? Should it be a surprise, or obvious? I get the feeling that different players would have different preferences, so can it be an option at startup e.g. whether to display an "aggression level". Or can an impending declaration of war be deduced by paying a cost - e.g. placing spies/bribing officials.
Second question is whether a player should be able to avoid war by paying tribute and so not have to build much of an army at all (the ultimate builder strategy). This might appeal to a lot of players. It would have to be roughly equivalent in cost to building an army and could require a bit of strategy to pull off (e.g. figuring out who and when to pay off). Diplomacy effects might have to be transparent (but difficult to optimise) to let players figure out a good strategy.
Third is how much influence diplomatic effects should have on AI strategy vs. other considerations e.g. gaining more room or strategic resources. Why should the AI only attack people it doesn't like, rather than invade areas it would be beneficial to control (like the player).
Fourth, what if there were scripted events that affected diplomatic relations - e.g. a plot-based improvement/deterioration of relations between specific factions either following the same story, or semi-random. So you could play like an "Earth" game with predictable allies and enemies or a random game. (Maybe not fully random - at least not contradictory. So a positive Togra/Dynasty event will most likely be followed eventually by additional positive T/D events, letting you plan ahead without being completely in control.) This could also be cool for scenario design.