Edit: trying to open this up more to general discussion on diplomacy system suggestions - I've summarized some key points so far here.
---
Dice-roll diplomacy
One major shortcoming in strategy games is that making diplomatic decisions includes zero risk. In essentially all 4X/GS games the outcome of the diplomatic action is known before making an attempt, and in many the exact factors impacting that decision are described perfectly. While diplomacy in many of these games remains functional, and in some like EU4 quite rich in depth, I feel like the perfect determinism takes away from the strategic experience.
I think a diplomatic system that included risk would create richer strategic choices. Before getting into that, its worth considering what a diplomatic system in a strategy game should include. In my view, it should allow for exchange of resources (in the broad sense, i.e. including military alliances), it should approximate (not simulate) real world diplomacy, and it should create scenarios that are fun/interesting/strategic for the target player.
I suggest a system where instead of positive and negative attributes exactly determining the outcome of a diplomatic request (as in EU4 and most 4Xs), instead they determine the probability of success - which is more similar to the dice-roll method used in many games' combat systems. Suggested factors that would impact the probability of success:
Tech-trading information and values (assuming tech trading is allowed at all)
Another shortcoming of many 4X games is that technology trading is too transparent and standardized across all games. The typical arrangement is that you can initiate negotiations with another civilization, allowing you to see a full list of all the technologies they own that you do not. This is tantamount to a perfect spy service. Instead, I think the amount of technology (or territory, etc) that you see as options in negotiations that you initiate should depend on what you've become aware of already, either via observing usage in combat (as an ally or opponent) or via covertly infiltrating their military service.
Another issue is valuations. Technology is incredibly valuable, although you wouldn't know it from most 4X games. Advanced weapons technology, for example, in many cases has R&D budgets that exceed the GDP of a small sized country. In most 4X games techs are so cheap and the system so easily abused that its essentially a mini-game of "Collect them all" that is played every few turns.
The "frustration" mechanic above tries to address the abuse aspect. Additionally, technology values should be very high across the board, especially if they are advanced relative to neighbors/the galaxy. EU4's technology cost system vis-a-vis neighbors tech levels is already a good way in that direction, so I imagine Paradox is on the right track with regards to overall valuations. In addition to a simple check of how relatively advanced or not a technology is, I'd also like for AI to adjust tech values according to their play style (be it determined by ethos, race, government type, etc). For example, an ultra aggressive militarist should covet military technology, and thus pay more for an advanced tech you offer (but at a great sacrifice to your own edge!), and similarly be very cautious about selling their own (i.e. charge much more, or even not sell it at all!). Normally tech values are proportional to the number of technology points they require - in a standard 4X the AI's ranking of what to research first could be used to create a multiplier of base tech values. While Stellaris won't use a standard tech tree, it surely will have a tech-card selection AI that could also be used in valuing trades from different civilizations' perspectives.
Thoughts?
---
Dice-roll diplomacy
One major shortcoming in strategy games is that making diplomatic decisions includes zero risk. In essentially all 4X/GS games the outcome of the diplomatic action is known before making an attempt, and in many the exact factors impacting that decision are described perfectly. While diplomacy in many of these games remains functional, and in some like EU4 quite rich in depth, I feel like the perfect determinism takes away from the strategic experience.
I think a diplomatic system that included risk would create richer strategic choices. Before getting into that, its worth considering what a diplomatic system in a strategy game should include. In my view, it should allow for exchange of resources (in the broad sense, i.e. including military alliances), it should approximate (not simulate) real world diplomacy, and it should create scenarios that are fun/interesting/strategic for the target player.
I suggest a system where instead of positive and negative attributes exactly determining the outcome of a diplomatic request (as in EU4 and most 4Xs), instead they determine the probability of success - which is more similar to the dice-roll method used in many games' combat systems. Suggested factors that would impact the probability of success:
- Value of request - value of offer = base probability (rebased to 0-100 scale, of course)
- Diplomatic relations status
- Length of time with overlapping rulers that have a compatible ethos - great leaders that are old friends, implying a hit to diplomatic chances after a change in leadership as the relationship recalibrates
- Length of time on negotiations - before launching negotiations on a set request/barter, the player sets the amount of time for their diplomat to spend on that specific effort - the more time they are willing to invest in a single negotiation, the higher the chance of success
- Frustration - a counter that rises with each diplomatic request within a set period of time (particularly with repeated requests), and decays slowly afterwards. Coupled with the 'length of time on negotiations', this is intended to reduce diplomatic request spam that might otherwise be common in a probabilistic system. The frustration generated by a very low probability negotiation would be higher than from a high probability negotiation, making "hail Mary" attempts high risk/cost, high reward. If frustration rises enough it could negatively impact the diplomatic relations status (which has a longer decay).
- Etc
Tech-trading information and values (assuming tech trading is allowed at all)
Another shortcoming of many 4X games is that technology trading is too transparent and standardized across all games. The typical arrangement is that you can initiate negotiations with another civilization, allowing you to see a full list of all the technologies they own that you do not. This is tantamount to a perfect spy service. Instead, I think the amount of technology (or territory, etc) that you see as options in negotiations that you initiate should depend on what you've become aware of already, either via observing usage in combat (as an ally or opponent) or via covertly infiltrating their military service.
Another issue is valuations. Technology is incredibly valuable, although you wouldn't know it from most 4X games. Advanced weapons technology, for example, in many cases has R&D budgets that exceed the GDP of a small sized country. In most 4X games techs are so cheap and the system so easily abused that its essentially a mini-game of "Collect them all" that is played every few turns.
The "frustration" mechanic above tries to address the abuse aspect. Additionally, technology values should be very high across the board, especially if they are advanced relative to neighbors/the galaxy. EU4's technology cost system vis-a-vis neighbors tech levels is already a good way in that direction, so I imagine Paradox is on the right track with regards to overall valuations. In addition to a simple check of how relatively advanced or not a technology is, I'd also like for AI to adjust tech values according to their play style (be it determined by ethos, race, government type, etc). For example, an ultra aggressive militarist should covet military technology, and thus pay more for an advanced tech you offer (but at a great sacrifice to your own edge!), and similarly be very cautious about selling their own (i.e. charge much more, or even not sell it at all!). Normally tech values are proportional to the number of technology points they require - in a standard 4X the AI's ranking of what to research first could be used to create a multiplier of base tech values. While Stellaris won't use a standard tech tree, it surely will have a tech-card selection AI that could also be used in valuing trades from different civilizations' perspectives.
Thoughts?
Last edited:
- 21
- 2