My ideas for more realistic and attractive diplomacy options (than the ones in civ4):
1.) You should be able to make a threat with each diplomatic offer, like a third panel complementing the 2 "you offer" and "we offer". Like "You offer 400 gold", "I offer Literature" and the threat would be smtg like "if you don't accept this... I will declare war". Option to put nothing in "we offer" should be available (as now) and with "you offer" and a nice threat it will make a scary demand (like "give me that resource or I'll take it by myself"
). Some of the possible threats could be:
- I declare war on you
- I stop the following deal(s) with you (and then select some of the current deals (trade, gold per turn, open borders...))
- I pillage your lands
- I burn your cities
- I use nuclear weapons on you
(threats could be combined of course, like "i declare war on you AND I burn your cities")
After making an offer with a threat and the other side refuses it, you have the option to really fulfill the threat (declare war for instance) or to step back and gain negative fear reputation (so further threats will be taken more lightly). List of active threats should be available in some advisor screen.
1.1) The overall fear factor should be implemented among nations (on top of current "like/dislike" attitude). This will affect the decision whether to accept the threat or fight it. Accepting threatening demands will make other nations fear you less.
1.1.1) Espionage should be able to impact both fear and "like/dislike" factors among other nations (you can make espionage efforts to achieve something like civA hate civB and/or civB fear civA (altough you are civC)).
2.) Unilateral (one-way) open borders. This is discussed in many other threads and is a must. Of course, you could still put in both "you offer" and "we offer" the option open borders and get the same result (backward compatibility
).
3.) Alliances - different types.
- Defensive pact (as now)
- offensive against ... (and then select one or more other nations) - this alliance will not trigger war imidiatelly, just put you and your ally on the same side in future negotiations. So in point 1. your threat against nation C will be taken more seriously if you and nation B have offensive alliance against C. But the threats are fulfilled by you and / or B independently, with the impact on the relations between you and B (if you make the threat to go to war and B doesn't follow you - your people like B less).
4.) Wars must be declared by the leaders only and there should be no action that automatically triggers war. Like putting your troops in their territory (without open borders), if they are not strong enough to fight back, they have the option to stay calm and maybe discuss something like "if you dont withdraw your forces - we will stop trading with you", hoping that the war can still be avioded. This way you can pillage the neighbour, enslave his workers, even destroy the cities until he comes up with the courage to do something about it.
5.) With the point 4. being effective you should have another 'preventive' diplomatic option, with 2 threat panels in GUI producing smtg like "if you pillage my lands - I declare war on you". Again, this threat can be fulfilled or not after the condition ("pillage my lands") has been met (with the consequences on your reputation if not). The list of these active "preventive diplomatic options" should be remembered like trades and each could be canceled at any time. When active they should do some damage to the relations between nations and add unhappines (so use them only when you mean it!).
6.) Human player should have the burden of his own people's attitude towards other nations. You can't go to war with a friendly nation without serious revolts in your own country; on the other hand a war to reclaim some cities from the old enemy can even bring happiness. You should be able to influence these attitudes with some spending on propaganda (against some civ or in favor of some civ). The religion, civics and past events (wars, trades...) would have the additional attitude effect on your people. Making reasonable demands before going to war (like some really needed resource for a reasonable amout of gold and a proper threat) and the other side refusing it would make your people like that civ less (and be easier on you when you declare war). But if you just go and attack someone out of boredom (without real goals) - you will have to face the revolts in your own country.
7.) Trading military units. Again, discussed many times before.
8.) An option to make a diplomatic deal be secret can be added (after discovery of some technology).
- for trades it can be beneficial because other nations will not demand "stop trading with my enemy"
- you can make offensive alliance against a nation without damaging your reputation with them until you are prepared for it (and you make alliance because you want your ally to start preparing for hostilities against them)
- if you make a threat this way you lose / gain reputation only with the nation you make the threat to. But if you want all the world to know how serious you are you can leave it public. This can be beneficial for either of the sides (maybe he doesn't want to be emberassed in the whole world for accepting some bad deal).
8.1) Espionage can be used to find out about secret deals between other nations
9.) Option "stop alliance with..." (both defensive and offensive) should be added.
10.) Trading gold over the limits. Player and especially AI should not be limited buy current gold per turn and total amount when making deals. Maybe AI has 10 GPT, but my resource is worth more than that. It is up to him to manage the sliders, lower science or espionage. This will be extremelly important when making threatening demands - "Give me 100 gold per turn or I'll destroy you" and it is up to you to make the money by neglecting science for instance.
11.) Improved interface: player should have access to his advisors, city screens and map during diplomatic negotations.
1.) You should be able to make a threat with each diplomatic offer, like a third panel complementing the 2 "you offer" and "we offer". Like "You offer 400 gold", "I offer Literature" and the threat would be smtg like "if you don't accept this... I will declare war". Option to put nothing in "we offer" should be available (as now) and with "you offer" and a nice threat it will make a scary demand (like "give me that resource or I'll take it by myself"

- I declare war on you
- I stop the following deal(s) with you (and then select some of the current deals (trade, gold per turn, open borders...))
- I pillage your lands
- I burn your cities
- I use nuclear weapons on you
(threats could be combined of course, like "i declare war on you AND I burn your cities")
After making an offer with a threat and the other side refuses it, you have the option to really fulfill the threat (declare war for instance) or to step back and gain negative fear reputation (so further threats will be taken more lightly). List of active threats should be available in some advisor screen.
1.1) The overall fear factor should be implemented among nations (on top of current "like/dislike" attitude). This will affect the decision whether to accept the threat or fight it. Accepting threatening demands will make other nations fear you less.
1.1.1) Espionage should be able to impact both fear and "like/dislike" factors among other nations (you can make espionage efforts to achieve something like civA hate civB and/or civB fear civA (altough you are civC)).
2.) Unilateral (one-way) open borders. This is discussed in many other threads and is a must. Of course, you could still put in both "you offer" and "we offer" the option open borders and get the same result (backward compatibility

3.) Alliances - different types.
- Defensive pact (as now)
- offensive against ... (and then select one or more other nations) - this alliance will not trigger war imidiatelly, just put you and your ally on the same side in future negotiations. So in point 1. your threat against nation C will be taken more seriously if you and nation B have offensive alliance against C. But the threats are fulfilled by you and / or B independently, with the impact on the relations between you and B (if you make the threat to go to war and B doesn't follow you - your people like B less).
4.) Wars must be declared by the leaders only and there should be no action that automatically triggers war. Like putting your troops in their territory (without open borders), if they are not strong enough to fight back, they have the option to stay calm and maybe discuss something like "if you dont withdraw your forces - we will stop trading with you", hoping that the war can still be avioded. This way you can pillage the neighbour, enslave his workers, even destroy the cities until he comes up with the courage to do something about it.
5.) With the point 4. being effective you should have another 'preventive' diplomatic option, with 2 threat panels in GUI producing smtg like "if you pillage my lands - I declare war on you". Again, this threat can be fulfilled or not after the condition ("pillage my lands") has been met (with the consequences on your reputation if not). The list of these active "preventive diplomatic options" should be remembered like trades and each could be canceled at any time. When active they should do some damage to the relations between nations and add unhappines (so use them only when you mean it!).
6.) Human player should have the burden of his own people's attitude towards other nations. You can't go to war with a friendly nation without serious revolts in your own country; on the other hand a war to reclaim some cities from the old enemy can even bring happiness. You should be able to influence these attitudes with some spending on propaganda (against some civ or in favor of some civ). The religion, civics and past events (wars, trades...) would have the additional attitude effect on your people. Making reasonable demands before going to war (like some really needed resource for a reasonable amout of gold and a proper threat) and the other side refusing it would make your people like that civ less (and be easier on you when you declare war). But if you just go and attack someone out of boredom (without real goals) - you will have to face the revolts in your own country.
7.) Trading military units. Again, discussed many times before.
8.) An option to make a diplomatic deal be secret can be added (after discovery of some technology).
- for trades it can be beneficial because other nations will not demand "stop trading with my enemy"
- you can make offensive alliance against a nation without damaging your reputation with them until you are prepared for it (and you make alliance because you want your ally to start preparing for hostilities against them)
- if you make a threat this way you lose / gain reputation only with the nation you make the threat to. But if you want all the world to know how serious you are you can leave it public. This can be beneficial for either of the sides (maybe he doesn't want to be emberassed in the whole world for accepting some bad deal).
8.1) Espionage can be used to find out about secret deals between other nations
9.) Option "stop alliance with..." (both defensive and offensive) should be added.
10.) Trading gold over the limits. Player and especially AI should not be limited buy current gold per turn and total amount when making deals. Maybe AI has 10 GPT, but my resource is worth more than that. It is up to him to manage the sliders, lower science or espionage. This will be extremelly important when making threatening demands - "Give me 100 gold per turn or I'll destroy you" and it is up to you to make the money by neglecting science for instance.
11.) Improved interface: player should have access to his advisors, city screens and map during diplomatic negotations.