dh_epic
Cold War Veteran
NOTE: this is a LONG post. If you're going to vote in the poll, have the respect of at least reading this once. If you don't have time to read this, just click back in your browser and ignore it altogether.
This is a spin off from the "how to make a more competitive AI" thread.
RECAP: REALISTIC DIPLOMACY IS NOT COMPETITIVE
In the other thread, I stated that you can have a realistic AI, or you can have a competitive AI, but you can't have both. Not under the current Civ 4 rule set.
Let me sum it up:
We don't want to have an AI so realistic with its diplomacy that it forgets how to win. But we don't want an AI so concerned with winning that there is no diplomacy (like a multiplayer game). So Civilization 4 "chases two rabbits and loses them both". We need to stop trying to triangulate between these two choices and break out of this false dilemma.
There are only two ways to improve diplomacy. I will tell you what I think they are. One or the other will do, but an ideal game of Civ would do both, in my opinion.
SOLUTION ONE: CHANGE THE VICTORY CONDITIONS
It comes down to victory. If "first passed the post" wins, then the AI would be smart to nuke you as you approach victory. But if the game gives you a REAL way to negotiate victory, then the backstab is only one tool of many that you can choose from.
From the other thread:
This is fundamentally similar to Mastery Victory created by Sevo. But there would need to be key differences. Rewarding micro-points for anything that wavers from one turn to the next (such as one point per tile, or one point per population) will lead to gamey and unrealistic behaviors to maximize score on the last turn. Points would need to be rewarded for BIG accomplishments. And the victory scheme would need to reward realistic pursuits -- like stopping genocide, or liberating friends, or fighting global threats -- with an AI that understands it. Not just culture, tech, or land.
Moreover, it would be nice to have a ranking system that recognizes playstyle, rather than just cold victory. "Most space ships launched". "Average number of victory conditions won per game". "Number of wars started". Who is the better player: the one who wins an average of 3 victory conditions per game, or the one who wins the most games without starting a war? That's part of what allows diplomacy to work: the idea that different players have different ideas of what the best victory is.
I'm not saying that you have to go with multiple victories added up with a points system. But yes: if you want realistic diplomacy, you HAVE to change victory away from "first passed the post". HAVE to. ... with the next solution as the only possible exception:
SOLUTION TWO: TWO DIFFERENT AIs
A player that is competitive does not maintain realistic relationships. A player that maintains realistic relationships is not competitive. The answer is to have two different kinds of AI: one realistic, one competitive.
Let's call the less competitive civs "Type Bs". The vast majority of civilizations will be "Type Bs". They will have realistic relationships. They will love gifts, and love civilizations with similar religion and civics. They hate the most dangerous civilizations, and players who just seem different from them. There will also be room for the most quirky of real diplomatic interactions: some superstitious Civilizations might believe you're a God, some might bend over backwards if you have a cool culture, and some might just be such a pain that they always end up making enemies. None of these are smart things to do, but they're all quite realistic. They add fun to what would otherwise be cutthroat competition.
The competitive civs will be "Type As". They will do whatever it takes to win. Not that they'll declare war on everyone, but they will see every relationship in purely strategic terms. They'll be friends with you to get some key techs, but they'll backstab you if they realize it's the best way to surge into the lead. "Type As" will choose its religion and civics purely on their strategic merits. Understanding that type B cares about sharing a common religion, they'll generally work to convert the type Bs rather than undergoing a revolution themselves. They'll even pawn the type Bs off into wars against other type As.
It's the best of both worlds. You get tough competitors from the A's. You get fun interaction with B's.
And moreover, B's don't have to eat up nearly as much processing power trying to calculate the best way to win! If the current hardware can support a game with 12 players, then the same hardware could support a game with 48 players: just that only 6 will be playing to win (type A), while the other 42 will be pawns in their schemes (type B).
(Some fluidity is important. If 3 type A civilizations get bad starts, competition flies out the window. In order to ensure competition, Type As should be able to collapse, and make room for a better-positioned type B to step their game up.)
DIPLOMACY IMPROVEMENTS THAT WON'T WORK
These won't help the diplomatic picture by themselves:
- Adding new diplomatic options in a game where backstabs rule.
- Adding penalties for backstabs. That's like adding penalties for winning the game. We want to add new choices, not penalize existing choices.
- "Just" focus on making the AI more realistic with its diplomacy. That's asking for an AI that can't win the game.
Don't get me wrong, this short list of things can be done too. But done alone, they add nothing to the game. Civ 4 tried adding an AI that cared about religion, and even added a vassal mechanism. Diplomacy still falls short. So does competition (although it is still far better than its ever been).
These are the ONLY two ways to make diplomacy work in an otherwise competitive game. (I'm humble enough to be open to a third way, but I haven't heard it yet.)
This is a spin off from the "how to make a more competitive AI" thread.
RECAP: REALISTIC DIPLOMACY IS NOT COMPETITIVE
In the other thread, I stated that you can have a realistic AI, or you can have a competitive AI, but you can't have both. Not under the current Civ 4 rule set.
- A realistic AI would fight the person who disagrees with them the most. A competitive AI would pacify the strong, and feed off of the weak.
- A realistic AI would reward you for your years of help. A competitive AI would backstab you.
- A realistic AI values friends with a common religion. A competitive AI understands there are no friends, just people you haven't had to backstab yet.
Let me sum it up:
It's a game where there's only one winner. If you're not backstabbing, you're not winning, or you need to jack up the difficulty level.
We don't want to have an AI so realistic with its diplomacy that it forgets how to win. But we don't want an AI so concerned with winning that there is no diplomacy (like a multiplayer game). So Civilization 4 "chases two rabbits and loses them both". We need to stop trying to triangulate between these two choices and break out of this false dilemma.
There are only two ways to improve diplomacy. I will tell you what I think they are. One or the other will do, but an ideal game of Civ would do both, in my opinion.
SOLUTION ONE: CHANGE THE VICTORY CONDITIONS
It comes down to victory. If "first passed the post" wins, then the AI would be smart to nuke you as you approach victory. But if the game gives you a REAL way to negotiate victory, then the backstab is only one tool of many that you can choose from.
From the other thread:
I think one answer is to pull victory apart into several different broad goals. 5 points for being voted secretary general, 5 points for having X% of the world's land -- with an additional point for every Y% more. 5 points for each legendary city. 5 points for winning the space race.
This would actually encourage diplomacy. I'll vote for you for secretary general if you pass a resolution to enforce my war against Spain. Let's make an alliance: you help me out towards my conquest victory, and I'll let you build the space ship.
In the closest games, you still have big backstabs, yes. If you're about to win the space race and nudge me out 15 points to 10 points, I might just have to nuke you. But a new avenue would open up. Again, if you're about to win the space race, I might be able to negotiate a shared space race with the third place civilization and score myself half the points: 2.5 between me and my ally. I would have stopped you from winning the space race without backstabbing you! And moreover, it wouldn't be cheap, since I'd have scored fewer points than if I had done it myself.
This is fundamentally similar to Mastery Victory created by Sevo. But there would need to be key differences. Rewarding micro-points for anything that wavers from one turn to the next (such as one point per tile, or one point per population) will lead to gamey and unrealistic behaviors to maximize score on the last turn. Points would need to be rewarded for BIG accomplishments. And the victory scheme would need to reward realistic pursuits -- like stopping genocide, or liberating friends, or fighting global threats -- with an AI that understands it. Not just culture, tech, or land.
Moreover, it would be nice to have a ranking system that recognizes playstyle, rather than just cold victory. "Most space ships launched". "Average number of victory conditions won per game". "Number of wars started". Who is the better player: the one who wins an average of 3 victory conditions per game, or the one who wins the most games without starting a war? That's part of what allows diplomacy to work: the idea that different players have different ideas of what the best victory is.
I'm not saying that you have to go with multiple victories added up with a points system. But yes: if you want realistic diplomacy, you HAVE to change victory away from "first passed the post". HAVE to. ... with the next solution as the only possible exception:
SOLUTION TWO: TWO DIFFERENT AIs
A player that is competitive does not maintain realistic relationships. A player that maintains realistic relationships is not competitive. The answer is to have two different kinds of AI: one realistic, one competitive.
Let's call the less competitive civs "Type Bs". The vast majority of civilizations will be "Type Bs". They will have realistic relationships. They will love gifts, and love civilizations with similar religion and civics. They hate the most dangerous civilizations, and players who just seem different from them. There will also be room for the most quirky of real diplomatic interactions: some superstitious Civilizations might believe you're a God, some might bend over backwards if you have a cool culture, and some might just be such a pain that they always end up making enemies. None of these are smart things to do, but they're all quite realistic. They add fun to what would otherwise be cutthroat competition.
The competitive civs will be "Type As". They will do whatever it takes to win. Not that they'll declare war on everyone, but they will see every relationship in purely strategic terms. They'll be friends with you to get some key techs, but they'll backstab you if they realize it's the best way to surge into the lead. "Type As" will choose its religion and civics purely on their strategic merits. Understanding that type B cares about sharing a common religion, they'll generally work to convert the type Bs rather than undergoing a revolution themselves. They'll even pawn the type Bs off into wars against other type As.
It's the best of both worlds. You get tough competitors from the A's. You get fun interaction with B's.
And moreover, B's don't have to eat up nearly as much processing power trying to calculate the best way to win! If the current hardware can support a game with 12 players, then the same hardware could support a game with 48 players: just that only 6 will be playing to win (type A), while the other 42 will be pawns in their schemes (type B).
(Some fluidity is important. If 3 type A civilizations get bad starts, competition flies out the window. In order to ensure competition, Type As should be able to collapse, and make room for a better-positioned type B to step their game up.)
DIPLOMACY IMPROVEMENTS THAT WON'T WORK
These won't help the diplomatic picture by themselves:
- Adding new diplomatic options in a game where backstabs rule.
- Adding penalties for backstabs. That's like adding penalties for winning the game. We want to add new choices, not penalize existing choices.
- "Just" focus on making the AI more realistic with its diplomacy. That's asking for an AI that can't win the game.
Don't get me wrong, this short list of things can be done too. But done alone, they add nothing to the game. Civ 4 tried adding an AI that cared about religion, and even added a vassal mechanism. Diplomacy still falls short. So does competition (although it is still far better than its ever been).
These are the ONLY two ways to make diplomacy work in an otherwise competitive game. (I'm humble enough to be open to a third way, but I haven't heard it yet.)