I have the felling that the diplomacy mechanic encounter some limit in multiplayer games.
My opinion is that the diplomatic idea is far less useful in multiplayer where the decision are made based on human interaction rather than on a computer algorithm. My experience in multiplayer game so far end up in players countries blobbing up and annexing all the significant IA in Europe around 1550 - 1600. The few remaining IA having a very little influence on the overall game. So the diplomatic reputation and relation bonuses ending up being less usefull pass those dates.
So I came up with a bunch of ideas in order to make those two more useful in a multiplayer game:
Diplomatic reputation enhancement:
Peace deal enforcement:
When a player refuse a peace deal that a IA would accept it takes malus that are directly related to the diplomatic reputation of the country proposing the peace deal and the generosity of the peace deal. Idea of malus could be: lost in stability, relation penalty with allies and neighbors, lost in prestige, lost in manpower, military cost increase, temporary unrest increase, lost in legitimacy...
Those malus mean to represent the fact that the people of the nation refusing the peace deal are less willing to participate in the war and that the neighbors and allies are not understanding the fact that the peace deal has been refused.
Some idea of implementation could be :
malus = base_malus_value * (peace_deal_generosity + peace_proposer_diplomatic_reputation - country_refusing_peace_diplomatic_reputation)
or something like:
if (peace_deal_generosity + peace_proposer_diplomatic_reputation - country_refusing_peace_diplomatic_reputation > 0)
country_refusing_peace_stability -= 1;
Support rebel efficiency:
The rebels are more willing to trust a country with high diplomatic reputation to be their sponsor. And it's more easy for the agitators to convince the people when they say that they are backed up by some trustful enemy of the ruler.
Ally war exhaustion reduction:
Your people are more willing to fight for a highly trusted country, therefore the war leader diplomatic reputation reduce the war exhaustion impact on his allies.
Relation bonus enhancement:
Ally war exhaustion malus:
The relation of the war leader with each of his ally impact the war exhaustion impact on them. This represent the fact that the people are not willing to engage and die in a war for someone they don't like in the first place.
War declaration malus:
If you declare a war on someone you get a stability hit equal to the positive relation divided by 50 rounded down.
Those idea may be bad or good and will certainly need balance and testing but I think that they may improve the flavor of diplomatic game play in multiplayer games.
My opinion is that the diplomatic idea is far less useful in multiplayer where the decision are made based on human interaction rather than on a computer algorithm. My experience in multiplayer game so far end up in players countries blobbing up and annexing all the significant IA in Europe around 1550 - 1600. The few remaining IA having a very little influence on the overall game. So the diplomatic reputation and relation bonuses ending up being less usefull pass those dates.
So I came up with a bunch of ideas in order to make those two more useful in a multiplayer game:
Diplomatic reputation enhancement:
Peace deal enforcement:
When a player refuse a peace deal that a IA would accept it takes malus that are directly related to the diplomatic reputation of the country proposing the peace deal and the generosity of the peace deal. Idea of malus could be: lost in stability, relation penalty with allies and neighbors, lost in prestige, lost in manpower, military cost increase, temporary unrest increase, lost in legitimacy...
Those malus mean to represent the fact that the people of the nation refusing the peace deal are less willing to participate in the war and that the neighbors and allies are not understanding the fact that the peace deal has been refused.
Some idea of implementation could be :
malus = base_malus_value * (peace_deal_generosity + peace_proposer_diplomatic_reputation - country_refusing_peace_diplomatic_reputation)
or something like:
if (peace_deal_generosity + peace_proposer_diplomatic_reputation - country_refusing_peace_diplomatic_reputation > 0)
country_refusing_peace_stability -= 1;
Support rebel efficiency:
The rebels are more willing to trust a country with high diplomatic reputation to be their sponsor. And it's more easy for the agitators to convince the people when they say that they are backed up by some trustful enemy of the ruler.
Ally war exhaustion reduction:
Your people are more willing to fight for a highly trusted country, therefore the war leader diplomatic reputation reduce the war exhaustion impact on his allies.
Relation bonus enhancement:
Ally war exhaustion malus:
The relation of the war leader with each of his ally impact the war exhaustion impact on them. This represent the fact that the people are not willing to engage and die in a war for someone they don't like in the first place.
War declaration malus:
If you declare a war on someone you get a stability hit equal to the positive relation divided by 50 rounded down.
Those idea may be bad or good and will certainly need balance and testing but I think that they may improve the flavor of diplomatic game play in multiplayer games.
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