[GS] Diplomacy in Civ 6 remains fundamentally broken

Ornen

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Let me walk you through a scenario. I, Phoenicia, am allied to Suzerain of Auckland. I am a declared friend of England. England invades Auckland; because we are declared friends, I am helpless to support my city state until 20 turns have passed, at which point I will no longer have any "grievances" against England. England's invasion of my city-state does nothing to change our "friendship", though it should prompt a very serious question: am I committed to my relationship with England, or Auckland?

Or let's say I'm playing as Poland. I'm military allies with Greece. When Mongolia declares war on me, Greece does not join in. So what does my alliance mean, if anything?

The answer is clear and simple: points. Alliances have been turned into a board-gamey way to rack up points. Beakers, coins, what-have-you. At the same time, they have been stripped of their value for meaningful diplomacy. An alliance grants visibility and trading bonuses, it adds a few points to the AI's "like" meter, and it prevents both sides from going to war with each other. But it otherwise does not establish any kind of meaningful diplomatic relationship.

Fundamentally, the devs have made Civ 6 diplomacy too reliant on fiddly point systems and not reliant enough on clear, sensible rules that govern the relationships between world powers in meaningful ways. Relationship "like" points, grievances, envoys, world congress points, diplomatic victory points, and even tied the alliance system into the various other point systems (culture, science, gold, faith).

I'm not saying all points systems should be removed from Civ - this kind of math is written into the game. But these systems should be simplified and reduced, especially as applied to diplomacy. And diplomacy should be refocused on meaningful relationships and the way concrete actions play into those relationships. If you go to war with me, my allies join on my behalf – and maybe yours do too. If my friend invades a protected city-state, my relationships come into conflict, and I must make a decision – not have that decision made for me by the unthoughtful rules of the game.

Let's look back to Civ 4, which not only had a meaningful alliance system, but had vassals as well. Let's say I'm playing as Britain. I have India, Australia, and Egypt as vassals, and I've formed an alliance with France and Russia, chiefly to counter the rising power of Germany and its allies, Austria and Turkey. When war breaks out, it's a world war, with two massive factions clashing against each other. Exciting, right?

Of course, Civ 4 didn't have city states – a great addition to the game, and one we'd want to meaningfully incorporate. To go a step further, city states should serve as the flashpoints for broader conflicts. In the above example, that's the colonial scramble for spheres of influence, and finally the spark of conflict in Serbia that provoked the broader war.

And don't even get me started on the randomly generated world congress -- almost certainly the worst incarnation of this feature in a Civ game. But to be honest, I think the series has traditionally overemphasized the role of the world congress. The UN has never been a dominant force in international diplomacy. Instead, looking at the past decades, the most important international forces have been alliances. NATO. The Warsaw Pact. The Axis and Allies. The Grand Alliance. The Central Powers. The Triple Entente. All of these have shaped world affairs far more drastically and seriously than the UN has.

Diplomatic victory should be about building an alliance so cohesive and unstoppable it becomes a de facto world government; not by gaming a randomized world government system for points.

Anyways. Am I the only one frustrated by this game's diplomacy? It feels like I'm playing a board game with one hand tied behind my back. Alliances don't matter, although they do allow you to take an allies' city states without retribution. Diplomatic victory entails gaming a nonsensical, highly randomized system to earn points.

The thing is, diplomacy *should* matter. In fact, it should be the very thing that livens up an otherwise thoroughly tedious late game. Once the map fills in, things get way more interesting as alliances and counter alliances form, world war ready to ignite at any moment (instead of a bunch of brush wars around the world, most of which the player isn't even aware of). As nuclear weapons develop, the late game gets even more tense, as alliances calcify into high tension cold wars, giving even greater meaning to the space race and culture wars.

So yeah, I'm hoping for another expansion. One that rethinks diplomacy from the ground up, with an eye on meaningful alliances and relationships that will liven up the late game. Pretty please, Firaxis?
 
I hoped on this thread intending to say how much I disagree with the OP... but then find there are a lot of points I agree with. Although, I think the OP title is too strong. Diplomacy isn't fundamentally broken at all, and indeed if you play diplomacy often works really well. But it has some shortcomings.

If you're interested, I posted a few thoughts here.

Additionally, I think there is also generally just too many Diplomatic currencies - depending on how you define currencites, you have Envoys, Delegations / Embassies, Diplomatic Visibility, Relationship Modifiers, Grievances, Alliance Points, Diplo Favour, and Diplo Points. Personally, I think maybe FXS could rework envoys a little, so you can actually assign envoys to Civs not just City States, and envoys in Civs could maybe take the place of Delegations / Embassies and interact with Spy effectiveness and / or alliance benefits.

I also think there could be a few more diplomatic options - City States should have more options that just "Levy" and "Declare War", eg maybe "Demand Open Borders" or "Demand Resource". And there could be more Diplo Options with Civs, e.g. Promise not to invade City State x.
 
Let me walk you through a scenario. I, Phoenicia, am allied to Suzerain of Auckland. I am a declared friend of England. England invades Auckland; because we are declared friends, I am helpless to support my city state until 20 turns have passed, at which point I will no longer have any "grievances" against England. England's invasion of my city-state does nothing to change our "friendship", though it should prompt a very serious question: am I committed to my relationship with England, or Auckland?

It does create a strong incentive not to declare friendship and It's not some hidden effect that you didn't agree to. I think what your getting at is that the choices for diplomacy are not much fun, which I have some agreement with. Diplomacy can feel like a means to get to some other part of the game that is fun. Want to play a peaceful friendly game? You might have your CS get mowed down. Want to be a warmonger? Learn to give back some cities at the right time - i think that's the strategy.
 
I agree with regards to the impact (or lack thereof ) of alliances.

For example, I had totally expected them to make it so that allies cannot vote against you in the leadership vote for World Congress so that managing diplomacy to maintain as many allies as possible served a functional purpose with a possible downside in that you cannot stop someone from winning either. That, of course, didn't up being the case.

If there is another expansion in the works, I really hope they shake up how alliances work with respect to the rest of the game, and not just with arbitrary alliance types.
 
It does create a strong incentive not to declare friendship and It's not some hidden effect that you didn't agree to. I think what your getting at is that the choices for diplomacy are not much fun, which I have some agreement with. Diplomacy can feel like a means to get to some other part of the game that is fun. Want to play a peaceful friendly game? You might have your CS get mowed down. Want to be a warmonger? Learn to give back some cities at the right time - i think that's the strategy.
I don't think it makes any dang sense though, as an incentive not to declare friendship. The US becoming friends with England doesn't mean we would just look the other way if they invaded Puerto Rico. Doing so would be a very serious provocation, as both sides would obviously understand.
 
Anyways. Am I the only one frustrated by this game's diplomacy?
Ignoring the joke of world congress, the whole issue with friendships and alliances being magically unbreakable bonds is ridiculous and causes many of these issues. It is being used as some type of guarantee to not war for 30 turns while in reality back stabbing was the norm.
The fact the game has to pander to all play types and so such mechanics come in is sadly the norm unless you want to play really low quality games.
I cannot see this changing.
 
I like and agree with pretty much everything you said.

Or let's say I'm playing as Poland. I'm military allies with Greece. When Mongolia declares war on me, Greece does not join in. So what does my alliance mean, if anything?

I just wanted to point out here that i've found it really easy to get allies to join an ongoing war. They don't often do it automatically, but more often than not, if we're allied and I'm at war with someone, I can get them to join for a measly offer of 1 gold or something symbolic of the like. The trick is that even if they do join, more often than not they join the war also symbolically and will not really make any military moves against our common enemy. To see something like a "world war" situation you described would be great, but I think it will take more than simply getting them to declare war for it to be realistic. The only times I've seen multiple AI's meaningfully join in on a common cause is during a military emergency. In those cases they will send their military straight to the city to be liberated, even in very stupid ways that lead to them losing their entire military sometimes.

I was surprised in my current game when I pushed for a military emergency against Arabia who took a cs while they were also at war with me. I didn't bother trying to liberate the cs since I was too busy defending my own military emergency against Arabia, Scythia, and Australia who were sending their entire armies my way. To my surprise, Hungary and Canada who joined the emergency against Arabia managed to liberate the cs from their clutches without my help!

Let me walk you through a scenario. I, Phoenicia, am allied to Suzerain of Auckland. I am a declared friend of England. England invades Auckland; because we are declared friends, I am helpless to support my city state until 20 turns have passed, at which point I will no longer have any "grievances" against England. England's invasion of my city-state does nothing to change our "friendship", though it should prompt a very serious question: am I committed to my relationship with England, or Auckland?

This, to me, is the worst part of diplomacy right now and it really pisses me off. It makes no sense whatsoever and allows diplomacy to be essentially exploited. Want a cs without repercussions? Befriend their suzerain... what?

I don't mind so much the temporary immunity from alliances. I do see some good coming out of providing guarantees through alliances even if it isn't realistic.
 
If they finally add a way to deal with an Ally/Friend that declare war on a City State I'm suzerain of, that would already do wonders to diplomacy. The lack of options to deal with this kind of situation is one of the main flaws the game has now. A proper backstab mechanic would also be nice.
 
The lack of options to deal with this kind of situation is one of the main flaws the game has now
I just do not befriend unless really desperate. I lose an alliance inspiration but I prefer to use trade routes to make useful roads which really does annoy me in this game more than 30 turns no attack.
 
I have often found diplomacy in Civ VI to be meaningless except to encourage nearby AI (especially Gilgamesh) not to attack you. My solution to the bad diplomacy has been to murder every AI, which is surely not the most fun way to play Civ, but it does rid me of AI who harass for trade deals and the like (i.e. meaningless matters). In Civ IV, by contrast, you had a more flexible, active, impactful diplomacy system with more nuance (and not just because of vassalage being a possibility in a war, or the fact that war in Civ IV was harder to wage successfully, and immensely costly).

Civ IV
's diplomacy system excelled because alliances were not unbreakable, and allies doing bad things made your allies shift away from you (including instances in Civ IV when your friend AIs would ask you for favors, or rival AI would threaten you--in Civ VI such instances are rare, and have little impact on how much the AI diplomatic stance shifts--more often the real diplomatic shifts are from modern government changes, which can alter an entire history of hatred or friendship with one click, which is ridiculous).

And don't even get me started on how superior the UN in Civ IV was in terms of the way the resolutions work. While the idea of diplomatic favor to trade in Civ VI is a neat concept in paper, it wasn't executed well, and all too often favor is tradeable for too much gold to AI who will always, always use it against you no matter how much they say they are your friends (Why? Because the AI know it's a game and they don't want to lose; they don't mind playing against character so long as it lengthens diplomatic victories. At least in Civ IV you could foster genuine friendships which, with hard work, would result in votes in your favor.)
 
Just had a sort of accidental diplomacy win with Netherlands yesterday. Had a great start and was trucking along with science, culture, and military. Had wiped out Saladin early only because he was crowding and attacked me, but managed to keep good relations (neutral to friendly) with everyone else despite that. Had some good voting and wonders and had crept up to 13 diplomacy points without really focusing on it and noticed in the previous world congress that nobody actually voted against me. I missed an opportunity to pick up 2 points because I assumed i was going to get voted down. Actually, I even voted against myself to try and earn a point for being right. Oops.

So anyway, was at 13 without really thinking about it, and was close to building Statue of Liberty when the next congress came up. Had a big reserve of diplo points banked, managed to get 2 points on that (all civs but 1 actually voted against me this time) plus another point for another item to get to 16, and then 2 turns later done with Liberty and victory.

Was an extra nice "surprise" because I was already starting to runaway with the game but there was a long way to go and I wasn't sure if I felt like finishing it anyway. So diplomacy isn't impossible, although it is tricky and probably difficult to do as an opening strategy. Kind of have to have the right circumstances align in the game, but if you recognize it and make a push can pull it off.
 
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