ckessel

Diplomacy as a finite resource

Diplomacy as a finite resource

In most 4x games, you can pretty much talk to anyone at any time without negative repercussions. Some games have built in the ability for the AI to refuse to talk to you, but mostly diplomacy is readily available and instantaneous in it's results.

I've played games (mostly board games I think) where diplomacy was more of a resource. It took a particular figure to initiate diplomacy, such as an ambassador and potentially the more grand the request the more important an envoy would be required. Diplomacy also wasn't free. The envoy used is out of commission for X amount of time (similar to a spy) and gaining audience for the envoy costs money in terms of greasing the right palms. I am also influenced by the way Solium Infernum has a very rigid diplomatic system (and a diplomatic request costs an action, which are of high value in that game).

The reason I bring this all up is maybe it'd be worth modeling in some fashion. I'd love to see a nerf on the trick of selling the same tech to every other kingdom. If you had to send an envoy and it took 3 turns for him in travel time, plus a set 100 gold in diplomatic expenses, then that'd cut down the ability to abuse diplomatic relations. Given Elemental already has some concept of bloodlines and the value of noble figures there, maybe modelling diplomacy could fit in there. Bob, nephew of the Duke of Bloodmoor, is your low level envoy capable of trade agreements, while the niece of the king is a high level envoy capable of war/peace treaties. By modelling it, it'd also mean if you wanted to be diplomacy heavy in a game then you have to actually spend resources to do it, not just work the diplomacy screens.

251,213 views 77 replies
Reply #76 Top

Quoting Nathikal, reply 75
above


I like it.

The entrenching sort of system I like too. Like how spies in GalCiv and Empire:TW achieve levels of infiltration higher the longer they stay there.

Reply #77 Top

Quoting HuaynaCapac, reply 61
... If anyone's played MOO2 they'd work like governors, just instead of assigning governors to star systems you'd assign an ambassador to a faction. They'd then rest in the capitol city/palace and travel to the other faction's capitol city/palace whenever you request an audience. High rank or importance can simply be translated into a bonus.

The impact of who you send would be some function of faction relation level [shown on the thermometer] and the diplomat's own bonuses. So if you send a guy who was a champion and fought against the faction he'd apply a negative bonus to the overall relations by being the ambassador. 

An interface like you suggest also could be good for those of us who want the ambassadors to move as units on the map. The units could be stacked with a caravan, or perhaps even with a garrisoned unit from their home city, and sent automatically on their way to their duty station.

I loved MOO2 very much, but I almost always got an 'immersion bump' by assigning governors because they had magical movement powers. I'd prefer to see Elemental be able to reflect the comparative difficulty and value of establishing diplomatic relations with distant powers vs. close neighbors. Can't hardly wait to see how large a map my increasingly humble rig can handle.

HuaanaCapac's UI sketch: