Alliance Member Intraaction

I always hated it when allies in Sins, Galciv II, Supcom, COH or any other game never really did anything to help you when you needed it. This thread relates in part to governments and AI diplomacy but I felt this specific topic warranted its own thread. In most strategy games when you get an ally they basically do their own thing and never really help you but they don’t really hinder you either. The exception to this rule is when you’re playing with other humans then a great deal of intraaction takes place and really adds to game play. I’m hoping that in Elemental the system for intraaction with other Alliance members is more than the trivial I no longer want to kill you mentality you see in almost every other game. This doesn’t apply to just the AI either I would like to see special diplomatic options become available to members of an Alliance accompanied by relevant information (risks vs. rewards).

An example would be to allow the players / AIs an option to combine economic, research, and military capabilities during war time. This way if one Channeler had a relatively small nation but with advanced research and another Channeler had a large nation but with little research infrastructure they could more effectively fight an enemy Channeler’s nation. This would be similar to the economic treaties and research treaties you could make use of in Galciv II but more advanced with options to determine resources, locations, prices, manufacturing, areas of research, etc. The ultimate evolution of this would be allowing alliance members to invest in each others infrastructure. This way you could potentially have most of your armor production facilities located in the capital city of your ally who can mine iron cheaper than you but can’t make good use of it. In return for letting you set up shop he might want a discounted price on armor or a nice plot of land you aren’t using.

You can think up all kinds of cool economic, scientific, and military situations that could benefit from a more advanced system of intraaction between allies. Of course I would except a level of caution be present in a system like this so an ally couldn’t take all your resources or annex all the buildings you constructed in his cities. The AI proportion of this would probably need the most work since I always found the tone and intelligence of the dialogue between allies or friendly nations in Galciv II very lacking. With other humans however all you would really need to do is accurately judge how trustworthy they were and make sure you don’t get totally dependant or have no fail safes in place. 

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Reply #1 Top

I completely agree. I mentioned this in another thread, but I think that when AI players form an alliance, it could spawn a sort of 'parent' alliance AI that handles coordination between the alliance members. It would be responsible for things like determining actions that would benefit multiple alliance members but are unachievable by the individual members alone, and could coordinate efforst between them. Likewise if multiple alliance members are fighting the same enemy, the alliance AI could essentially act as a liason between alliance members, coordinating attacks and even defenses.

What would be even more challenging but equally awesome is if they can manage to create a good, powerful interface for meaningful coordination between AI and human players. The AI could inform you of some of their shorter term goals via messages, like "we are planning an assault on _____" followed a few turns later by "our army will arrive at _____ in X turns." Humans could effectively do the same for the AI by placing different types of markers on the map. Some markers could indicate your war plans; others could function as requests. For example, you could request that an AI ally attack a specific place in a specific timeframe, or defend somewhere. Things like requesting resources could be done more effectively in a diplomacy screen.

I think letting allies construct buildings within each others' cities might be going too far, though. Maybe you can make deals with other players where they agree to build something for you in one of your cities, though. For example your friend might have much better forges than you can build, but they aren't willing to teach you all of their secrets. They might, however, agree to build one or two forges for you in return for something. Maybe it would also have the side effect of giving you a bonus towards researching upgrades for your forge, too.

Another idea is letting allies temporarily lend each other their troops. This happens historically all the time, where troops of one nation are sent to battle under the command of allied officers. This would be most helpful for human-AI interactions, because of the intrinsic difficulty of humans and AIs coordinating. If I and an AI ally are at war with another civilization, and my army is much bigger/stronger than my ally's, but not strong enough on its own to conquer the target city or army, I could request that my AI ally temporarily place its forces under my army's control. There could be terms of agreement, such as "until army/city X is destroyed, or Y turns, whichever is first" or even just for a certain # of turns. I think this would make human-AI ally interaction much more meaningful without posing as high a challenge for the AI coders.

But basically, the most important thing is that allies should act like allies, like Darkodinplus said. If you are attacked, they should actively help you if they are able, either by directly defending your territory or taking off some of the pressure by invading your attacker. Too often are alliances more like non-agression pacts than actual alliances, which normally means that players don't have much of an incentive of actually defending AI allies because the favor will never be returned. In those cases, the only good reason for defending allies is to prevent potential future enemies from getting stronger off of their leavings. If AIs actually act like somewhat intelligent allies, or confer some meaningful advantage to the player, then humans will be much more inclined to help AI allies in turn; the result would be a much more convincing world and a more lively political dynamic.

Reply #2 Top

Alliance Member Intraaction

intra-action eh?   wouldn't that mean they didn't 'inter'act with each other at all? 

But your point is true.   We need something so we can tell Allies " HELP! " or " Get off my turf " or " Attack this guy now "

I also want them to remember if I help them.   So like if I give them a bunch of gold, then they will send about that much gold worth support over some other time (based on availablity).   Or when I rush my guys over to help him, then he will do the same for me should the situation switch.

 

Reply #3 Top

Intra is within, inter is between.  He's pissed at the lack of cooperation within an alliance, so it makes sense.  In a more common usage, the internet is the worldwide network between you and everyone else.  The intranet is the local network within your site, your printer, modem, any other users, etcetera.  Both prefixes would be applicable in this case because the alliance can be looked at as a separate entity inside a system or as a system itself.

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Reply #4 Top

I just got thru playing a game of Gal Civ that brought up something that kind of irked me.

I had disabled alliances (which you might wonder how it applies to this thread - read on).

So I was getting along well with the Altarians (pretty normal) and also we getting along OK with the Drengin (bad guys) I had gone with a neutral stance in the good vs evil thing.

So the Altarians attack the Drengin, and since the Altarians had been getting a little snotty with me lately regarding tribute etc, and they also were dominating the map a little too much, I supported the Drengin, and started attacking Altarian planets. I start giving tech to the Drengin like crazy to help them stay friendly to me and also to give the Altarians some big hurt.

Well the Drengin still pretty much get creamed, but instead of allying with me when they surrender, they say that the Altarians "made them the best offer".

I mean wtf seriously, I showered tech on these guys, was much more closely allied with their evil alignment than the goody goody Altarians,a nd they were enemies with the Altarians the entire game and they ally themselves with them at the end of the day? I thought that was really flawed.

Reply #5 Top

think letting allies construct buildings within each others' cities might be going too far, though. Maybe you can make deals with other players where they agree to build something for you in one of your cities, though. For example your friend might have much better forges than you can build, but they aren't willing to teach you all of their secrets. They might, however, agree to build one or two forges for you in return for something. Maybe it would also have the side effect of giving you a bonus towards researching upgrades for your forge, too.

I agree

Another idea is letting allies temporarily lend each other their troops. This happens historically all the time, where troops of one nation are sent to battle under the command of allied officers. This would be most helpful for human-AI interactions, because of the intrinsic difficulty of humans and AIs coordinating. If I and an AI ally are at war with another civilization, and my army is much bigger/stronger than my ally's, but not strong enough on its own to conquer the target city or army, I could request that my AI ally temporarily place its forces under my army's control. There could be terms of agreement, such as "until army/city X is destroyed, or Y turns, whichever is first" or even just for a certain # of turns. I think this would make human-AI ally interaction much more meaningful without posing as high a challenge for the AI coders.

I did like the way that AoW did it, where several people that are all in close proximity (I think it was 2 hexes or something.  It is hard to see the world map 'grid' in AoW) to a battle would become involved in the battle.   So the units would still be under control of the owner, but they would be in somebody else's battle.     If that isn't possible because of the X-com style battle system or whatever, then just temporary control is fine for me.

But basically, the most important thing is that allies should act like allies, like Darkodinplus said. If you are attacked, they should actively help you if they are able, either by directly defending your territory or taking off some of the pressure by invading your attacker. Too often are alliances more like non-agression pacts than actual alliances, which normally means that players don't have much of an incentive of actually defending AI allies because the favor will never be returned.

That is another thing I have a bone to pick.   *Normally* the regular peace treaty or wizard pact is the non aggression deal and the alliance means actively helping each other.

That being said, breaking a wizard pact should still have a minor cool-down time so you don't just backstab people (which is the way it seems to work in Sins) and alliance should mean they are going to be bending a little to help you, or at least do joint attacks for you.   in MoM, wizard pact meant nothing since you could break it at any time, and your guys didn't agro the way they do in most RTS games (where cease fire is important).

Things to say for allies include "I might be attacking yellow in the next 100 turns, might you prepare to help me?" and then "I'm attacking now, lets go"  or even "I'm going to help you, but I need 5 more turns to complete these bear-riders and get them over to the yellow boarder.  Delay your attack 5 turns if you can"

Reply #6 Top

Quoting pigeonpigeon, reply 1

I think letting allies construct buildings within each others' cities might be going too far, though.

 

I really don’t see how this would cause a problem since the player would have control over where the buildings would be placed. This would really just formalize what happens in a lot of strategy games I’ve played. I’ll use Supreme Commander as an example, I find it very useful to build generators and production facilities in my teammate’s bases. That why I can assist quicker if their base is attacked or if my base were to be overrun I would still have a way to rebuild opposed to being totally finished. The problem that you run into however is a player building to much or getting in the way of his ally. I admit it can really rube someone the wrong way when you construct a building in a horrible spot in their base. By making this process more formal and requiring sanction on when and where a building could be placed you wouldn’t have the problem of someone building an armory right where you were going to place your alchemic research facility.  Then the only problems would be potentially becoming to dependant on an ally or having a falling out with an ally and them nationalizing all the buildings you constructed in their territory.

While I’m on this subject of formally adding systems I would really like to see a lease system in Elemental with some basic options between nations. That way you could give a nation money with out it always being a gift. This would really come in handy when dealing with allies or neutral nations that you want to help but don’t want to give them 50 million gold no strings attached. 

 

Reply #7 Top

The more I think about it, the more I believe that some 'cross-cultural' mechanics for city tiles could really add to the 'epic feel' of the game. There's historical precedent for major cities having whole sections occupied by a minority from far away. Teotihuacan had several 'ethnic enclaves,' including a Maya quarter, and it was a long way from the Maya heartland.

In game terms, it might be simpler to try for something like the MoO2 mixed-population colonies; essentially a one-time exchange of skilled labor and/or infrastructure that leaves the receiving city one step closer to being a real metropolis and requires that leadership keep an eye on the contentment of the imported minority as well as the main population of the city.

Reply #8 Top

A Transfer of Ownership option might be useful. Assuming a 2 front battle and you see that your Ally is currently struggling against greater odds than yourself, you could select some of your battle forces and transfer them to him/her control for use immediately.

As compensation, some pre-set percentage of any forces he/she/they are able to create after the fight has been resolved, this is assuming that your assistance actually turned the tide of the battle, come directly into your standing army.

The percentage could even be a negotiated price between the 2 parties with each parites level of Diplomacy and Trust rating towards the other would factor into how much the ally would agree to.

Or it would be agreed that if I ever ask after the fact, I will receive what ever can be spared by said ally during the next battle...

 

 

Reply #9 Top

Quoting Darkodinplus, reply 6

While I’m on this subject of formally adding systems I would really like to see a lease system in Elemental with some basic options between nations. That way you could give a nation money with out it always being a gift. This would really come in handy when dealing with allies or neutral nations that you want to help but don’t want to give them 50 million gold no strings attached.

Me likey. It can usually be jerry-rigged, by offering a flat sum in return for a per turn tribute, but having an actual lease system would be awesome.

Another thing I'd like is an actual favor system. If you do a favor for someone, they will remember it and will be inclined to return the favor at some later date, if they can. The magnitude of the favor could be quantified based on effective cost and maybe even the need of the recipient (although I don't see how that could be calculated for a player).

Reply #10 Top

Quoting pigeonpigeon, reply 9
...Another thing I'd like is an actual favor system. ...

Indeed. Perhaps some integration with quest mechanics could help here--"Our Vast Orchard has become infested with hostile faeries who've chased off the orchard-keepers, but our Heroes are all too far away to search out the faery queen and deal with her. If you can help us make the orchard safe before harvest time, you'll have a share of the crop and our lasting gratitude."

Reply #12 Top

Quoting pigeonpigeon, reply 9

if they can. The magnitude of the favor could be quantified based on effective cost and maybe even the need of the recipient (although I don't see how that could be calculated for a player).

Need could be calculated as a function of time where you or the AI could flag a specific favor with a priority of low, normal, urgent, or immediately. This of course wouldn’t be a perfect representation of a need but it would be pretty close when combined with estimated cost I think.