Yarlen Yarlen

Sins of a Solar Empire: Trinity/Diplomacy v1.3 Journal - Part 1

Sins of a Solar Empire: Trinity/Diplomacy v1.3 Journal - Part 1

Rethinking Diplomacy

Since releasing the version 1.2 update for Sins: Trinity/Diplomacy, a lot of work has gone into a substantial redesign of its gameplay. When we first released Trinity last year, we’d overhauled the diplomatic and relationship systems in the hopes of giving players the ability to be a virtual puppetmaster that would make Machiavelli proud.  Unfortunately, we fell short of that design goal, and while a number of good improvements did pan out, the diplomatic aspects ended up feeling pretty lackluster.

While diving deep into a redesign of Trinity’s additions, it became apparent that a number of areas needed to be rethought including: pacts being too mundane or exclusionary to some races, the AI not factoring relations into decisions better, basic envoy abilities that were not useful, and a mission system that the AI couldn’t cope with. In this three part journal series, I’m going to go over some of the major changes that will be included in the upcoming version 1.3 update.



Rethinking Diplomacy

Relationships

At the core of Trinity’s diplomatic system is its relationship factors, a series of categories that let you know what affect your actions have on the galaxy and what other players think of you. This system works quite well, but can be subject to wild swings that make no sense: players may be well liked one moment by another faction, only to be hated the next. Similarly, it can be difficult to gain enough relationship with another faction to access any of the pact bonuses.

To improve the relations system, we took a harder look at each factor and what was included as part of its value. For starters, Racial Inclination (which indicates how much each faction likes one another at the start of a game) has been made a bit broader - even between factions of the same race. Additionally, Military Actions are now updated constantly and based more on what a player is destroying (i.e., frigate vs capital ship vs planet). In fact, destroying a player’s enemies is now a sure way to make them like you. Diplomatic Actions has been changed substantially too, so that it will now look at a player’s entire web of relationships. In game terms, this means that each player will look at who your friends and enemies are, and weigh that information accordingly, which should lead to some good rivalries.

In the next journal article, I’ll go over the changes to the Mission system that Sins uses and how the AI will look at missions differently.

156,213 views 36 replies
Reply #26 Top

I love SOASE's RTS vibe, but I also love the 4X they rub on it. It's one of my hopes that SOASE 2 will be made one day and incorporate more (or rather, more IN DEPTH) 4X elements... a true successor to MOO2, so to speak. Don't get me wrong, GalCiv2 is a dope game (I play it frequently), but it's so tongue-in-cheek and mock-serious, that it's... well... hard to take seriously sometimes. SOASE is just serious enough where if it had the expanded 4X elements, it would take home the win.

All that said, I'm very glad to see the start of it - a better diplomacy system is hopefully just the beginning! IC/Star Dock's continued (quality!) support for this game has once again ensured that I will be buying the next step (Rebellion). Keep up the good work guys, and I'll keep on recommending the game to others!

-Itharus

Reply #27 Top

Sweet!  Thanks guys, I knew checking the forums daily would pay off :p

Reply #28 Top

Yarlen,

 

Will this patch fix any of the issues we talked about with the game pausing and slowing down several hours into a game?

Nice that you guys are still working hard on the game and patching it.

Appreciate it!

Reply #29 Top

Quoting Howdidudothat, reply 25
I hope not too much reduced.  In multiplayer, the first team to fleet supply pact usually wins.  If you make it so the economy guy never has to increase fleet supply to get it, then the game will end very quickly and may not be fair to the other team that may not have an economy player (or TEC for that matter).  I guess I'll wait until the next journal entry, but balancing this will be delicate.

The Fleet Supply Pact no longer does what it used to. :P

Reply #30 Top

Quoting Darksxx, reply 28
Will this patch fix any of the issues we talked about with the game pausing and slowing down several hours into a game?

It may help a bit, as we've optimized some of the Diplomacy stuff, but I don't know if it'll have any dramatic impact.

Reply #31 Top

Supply pact is an anomaly, no other pact is nearly as powerful and changing just that one pact alone substantially decreases the importance of envoys...

800 Supply is ridiculous...first off, it should be a percent increase (just like the Vasari Phasic Transmissions tech) and second, it should not represent a 40% increase (more like 20% at most)...

Considering that in general all other pacts are not usually justified by the cost and effort of envoys, I think lower fleet supply is a good idea...not so sure about construction build time yet though...

Another consideration is how envoys use abilities...it'd be nice if they weren't targetted abilities that had to be in range of the planet...rather, have them like embargo where they can be activated anywhere...

Reply #32 Top

Quoting Seleuceia, reply 31
Considering that in general all other pacts are not usually justified by the cost and effort of envoys, I think lower fleet supply is a good idea...not so sure about construction build time yet though...
Currently, Envoys are dirt cheap and take forever to build while using a ton of slots. Will be nice to have them build in a reasonable time without killing my fleet supply.

 

:fox:

Reply #33 Top

Wasn't that tried in the diplomacy beta though Kitkun? I thought the issue was that envoys ended up everywhere with people spamming them?

Reply #34 Top

This envoy situation reminds me of StarCraft II, and how the reaper got nerfed into oblivion.

Reply #35 Top

Quoting boshimi336, reply 33
Wasn't that tried in the diplomacy beta though Kitkun? I thought the issue was that envoys ended up everywhere with people spamming them?
IIRC, they didn't settle on the current version until late in Diplomacy development. Early on, the Envoy's function was fulfilled by a planetary embassy that was deployed by the envoys. So you only actually needed one or two and never bothered with them. It was the embassies that got spammed because they had no cost. 

Besides, I expect the envoys will still have a high fleet point and build time cost, just not back-breaking like current.

 

:fox:

Reply #36 Top