ahmedvonmuneeb
Chieftain
- Joined
- Dec 10, 2005
- Messages
- 11
I really don't know how the diplomacy AI in Civ4 works. From what I've seen, it would appear that it attaches a certain value to possible trades, modifies this based on the relationship level and checks to see if it's above the acceptability threshold. For tribute, it makes a comparison of power and checks again, etc. etc.
In man's bloodstained history, the theme of a balance of power is a recurrent one. Diplomacy is regulated not so much by what nations want, but by what they need. As it is, I see very little representation of a "national interest" in the game. For instance, a continental power would perceive any outlying islands occupied by foreign cities as an infringement of its national interest. Similarly, a nation with many outlying colonies would perceive the rise of a major sea-power as a major threat and start looking for a casus belli. At the same time, many nations are, from time to time, dominated by fickle public opinion such as nationalism or anti-socialism, therefore, wars and embargoes with some nations are more acceptable than with others.
Why doesn't the game model this more accurately rather than lumping all of these effects into an ambigious "relationship meter" that depends on too many things to be put in one equation anyway?
I don't know if it's possible, but would it be possible for the AI to act along the principles of the balance of power (hopefully leading to world-domination). I know that many players do this: ally with smaller nations to take out the gigantic civs, but is it possible to make the AI do the same? Could the AI's war-mongering be made more agressive and active as well? Such that rather than sending a few galley-loads of troops to attack, it starts by securing bases, prepares huge invasions and then attacks?
All these are just ideas, is there anyone out there who can tell me if this is possible?
In man's bloodstained history, the theme of a balance of power is a recurrent one. Diplomacy is regulated not so much by what nations want, but by what they need. As it is, I see very little representation of a "national interest" in the game. For instance, a continental power would perceive any outlying islands occupied by foreign cities as an infringement of its national interest. Similarly, a nation with many outlying colonies would perceive the rise of a major sea-power as a major threat and start looking for a casus belli. At the same time, many nations are, from time to time, dominated by fickle public opinion such as nationalism or anti-socialism, therefore, wars and embargoes with some nations are more acceptable than with others.
Why doesn't the game model this more accurately rather than lumping all of these effects into an ambigious "relationship meter" that depends on too many things to be put in one equation anyway?
I don't know if it's possible, but would it be possible for the AI to act along the principles of the balance of power (hopefully leading to world-domination). I know that many players do this: ally with smaller nations to take out the gigantic civs, but is it possible to make the AI do the same? Could the AI's war-mongering be made more agressive and active as well? Such that rather than sending a few galley-loads of troops to attack, it starts by securing bases, prepares huge invasions and then attacks?
All these are just ideas, is there anyone out there who can tell me if this is possible?