dailyminerals
Chieftain
- Joined
- May 16, 2018
- Messages
- 54
It seems that the diplomacy modifiers in Vox Populi are developed to steer the AI into wars with the player.
I don't know if I just have a mod conflict, or it's just a "feature" of Vox Populi, but certain diplomatic boosts aren't being registered by the AI from player actions. According to the tooltip, when I liberate a vassal, I'm supposed to get a very large diplomatic boost, yet I got nothing when I liberated mine. When I gift things to AI when they ask, I don't get the "You gave us help" bonus. And also, some AI maintain that my "military deployment is extremely threatening" when I don't have a single military unit anywhere near their border and haven't for a very long time.
Also, I understand that the mod is designed to make the AI more competitive, but bringing back the extreme diplomatic penalties for simply being successful, also known as "They know you're competing with them and they hate it", seems like inherently bad design that punishes the player for not failing along the lines of less powerful/successful AI civs. I feel like the mod is designed around having every AI hate you the further you go along in a game. Is there any plan to change that, or have it as a tick-able option in the custom game setup, something like "Less hostile AI" that doesn't, strictly in terms of diplo penalties, have the AI's hatred of you spiral out of control? Or is there already a modmod that does something similar? Also, I feel like some of the diplo penalties shouldn't last literally the length of the game, like the universal "broke promise to remove troops from boarders".
And, given how utterly savage the AI can be with their willingness to kill you, I think there needs to be some changes to how the "warmonger" penalties register. I don't want to be considered a warmonger for simply protecting myself from a literally nonstop onslaught from my neighbor. "Warmonger" is such a hated aspect of this game, I'm surprised a mod of this scope has never touched it, or developed a system to make it apply more intelligently. Of course, I know that you're working hard on other aspects.
And I know these things might be fine for games on faster game speeds, but on Marathon, they can permanently alter the diplo landscape and lock the player into something permanent they can never change for a game lasting over 2000 turns.
Maybe some functionality with a Great Diplomat could be a fun way to repair relations with AI, which could be an interesting gameplay expansion. It always seems like the player is at the mercy of the AI for if and when relations can improve, which I feel, since the release of the vanilla game, should be altered to allow for the player to work towards better relations in a real and concrete way. If I don't want a sworn enemy for the next thousand turns, right now there's literally nothing I can do. I feel like this mod tips everything towards being played as a war simulator, which leaves the builder/diplo players out in the cold.
I don't know if I just have a mod conflict, or it's just a "feature" of Vox Populi, but certain diplomatic boosts aren't being registered by the AI from player actions. According to the tooltip, when I liberate a vassal, I'm supposed to get a very large diplomatic boost, yet I got nothing when I liberated mine. When I gift things to AI when they ask, I don't get the "You gave us help" bonus. And also, some AI maintain that my "military deployment is extremely threatening" when I don't have a single military unit anywhere near their border and haven't for a very long time.
Also, I understand that the mod is designed to make the AI more competitive, but bringing back the extreme diplomatic penalties for simply being successful, also known as "They know you're competing with them and they hate it", seems like inherently bad design that punishes the player for not failing along the lines of less powerful/successful AI civs. I feel like the mod is designed around having every AI hate you the further you go along in a game. Is there any plan to change that, or have it as a tick-able option in the custom game setup, something like "Less hostile AI" that doesn't, strictly in terms of diplo penalties, have the AI's hatred of you spiral out of control? Or is there already a modmod that does something similar? Also, I feel like some of the diplo penalties shouldn't last literally the length of the game, like the universal "broke promise to remove troops from boarders".
And, given how utterly savage the AI can be with their willingness to kill you, I think there needs to be some changes to how the "warmonger" penalties register. I don't want to be considered a warmonger for simply protecting myself from a literally nonstop onslaught from my neighbor. "Warmonger" is such a hated aspect of this game, I'm surprised a mod of this scope has never touched it, or developed a system to make it apply more intelligently. Of course, I know that you're working hard on other aspects.
And I know these things might be fine for games on faster game speeds, but on Marathon, they can permanently alter the diplo landscape and lock the player into something permanent they can never change for a game lasting over 2000 turns.
Maybe some functionality with a Great Diplomat could be a fun way to repair relations with AI, which could be an interesting gameplay expansion. It always seems like the player is at the mercy of the AI for if and when relations can improve, which I feel, since the release of the vanilla game, should be altered to allow for the player to work towards better relations in a real and concrete way. If I don't want a sworn enemy for the next thousand turns, right now there's literally nothing I can do. I feel like this mod tips everything towards being played as a war simulator, which leaves the builder/diplo players out in the cold.