TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,993
@TheMeInTeam
You've made incredibly valid points. I actually have to say that I change my position on this. Well put, man. It does cheapen the experience when the AI doesn't try to win. The only thing I have to disagree with is this one:
There really aren't many options for actual diplomacy building in this game. The only options we have to actively take part in positive diplomacy is DoF and accepting requests for gifts. Almost all positive diplomatic modifiers stem from DoF.
When I said it was "meaningless by design", this is what I was talking about. The game designers made it so that diplo isn't very meaningful...both in setting the goals of the game and in setting up the trade system. Aa it stands a DoF is, at best, an agreement to leave each other alone for now. It reminds me very much of NAP (non aggression pacts) in multiplayer games; there's no hard rule that you can't break them, but it is extremely frowned upon. That analogy is strengthened even further by the massive diplo penalty you take for DoW or denouncing someone with whom you have a DoF.
Trades fundamentally create blocs too though, because resources are finite. Unfortunately RA are too good so everyone spams them.
Although temp diplo is required for a game where you have only 1 winner, that does not mean the system itself can't be deep. Consider some possibilities:
1. You get significant RA bonuses from signing them repeatedly with the same civ, and/or signing them with DoF allies (though I hate to do ANYTHING that powers up the most overpowered mechanic).
2. Trade gives better returns over time, for both sides (such that it isn't 0 sum, but you actually wind up with bonuses for trading at all, but only when cultivated)
3. Trading with enemies is frowned upon or somehow hampers trade returns directly.
I'm not saying these things specifically need be implemented; the point is to change the model such that players have more incentive and or choice when it comes to diplomacy. Even if the model is to be temporary, the developers have a choice as to how much they want to emphasize the development of temporary alliances (and how much pressure they want to put on players when they need to make the key backstab, if such becomes required).
IMO, the biggest thing lacking on the diplo side of things is dynamic incentives; right now you basically always want RA and after that as many DoF with people you're not immediately targeting as possible. The game didn't HAVE to go that route though.