SJSerio
Centurion
I've seen a lot of complaints about diplomacy. About how hard it is to do diplomacy with an AI oponent. How negotiations never seem to make sense. How the AI declares war for no reason at all. There are many other complaints and quite frankly, I agree.
I can't stand it when I have something that the computer needs, yet they refuse to trade with me for something or even worse, I have trade with them and while at war with another civ, they suddenly form an alliance with that civ, losing the resource (which they have no other supply of). I also don't like the fact that the once I use a nuke, half of the civilizations start war with me, even if they are a civ of two cities, while I have 50 cities and overpower them by a gazillion times. If anything, nukes would be a deterent, at least for the smaller civs, against starting war with the civ that first uses a nuke.
My solution, I think that Sid needs to get on the phone with his old friend Wil and discuss a certain relationship handling AI engine. Yes, I'm talking about the relationship system in The Sims franchise. To me, it could be perfectly tailored to work with the Civilization franchise. Every time you meet a civ, your relationship starts at 0, which would represent the a neutral relation. Certain interactions will change increase or decrease your score with said civilization. Of course, over time, the score will gradually migrate back to 0 unless or until other actions are affected.
For example, lets look at Rome, Egypt and Greece with this system. Rome meets Greece and begins establishing friendly relations with them by giving Greece some gold that is needed. This bumps up Romes score with Greece to say +5 and Greece gains +10 in Relationship Score (RS) toward Rome. Next, Rome finds a lone Egyptian worker and decides that they need an extra hand around their home and captures the worker. Rome's RS with Egypt either remains 0 or drops, say, 5 points whereas Egypts RS with Rome immediately drops below 0. Egypt declares war on Rome, decreasing both of their RS's toward each other even more. Meanwhile, Greece, who had a high RS with Egypt, loses RS points with Rome through the action. Rome counters by pumping up the score with Greece, trying to prevent the score from becoming less favorable, possibly even spreading words against Egypt to lower the score between Greece and Egypt, resulting in either Greece joining the war against Egypt or becoming impartial, eventually siding with the victor.
In the end, different actions would have different values that would influence each nations RS. Some of those values may have variable factors such as leader traits, as well. I think this would help to prevent the sudden turns of supposed friends and help smooth out trading. Maybe, the friendlier you are with a particular nation, the better deals you would get for a trade.
Anyway, I figure it would be to late for them to include this system into Civ IV now, but I hope that they at least have something similar in place (or were way ahead of me on the thought). Hopefully, they will release more details on the diplomacy system (and many other facets of the game) soon. In any case, just some thoughts!!! What do you all think?
I can't stand it when I have something that the computer needs, yet they refuse to trade with me for something or even worse, I have trade with them and while at war with another civ, they suddenly form an alliance with that civ, losing the resource (which they have no other supply of). I also don't like the fact that the once I use a nuke, half of the civilizations start war with me, even if they are a civ of two cities, while I have 50 cities and overpower them by a gazillion times. If anything, nukes would be a deterent, at least for the smaller civs, against starting war with the civ that first uses a nuke.
My solution, I think that Sid needs to get on the phone with his old friend Wil and discuss a certain relationship handling AI engine. Yes, I'm talking about the relationship system in The Sims franchise. To me, it could be perfectly tailored to work with the Civilization franchise. Every time you meet a civ, your relationship starts at 0, which would represent the a neutral relation. Certain interactions will change increase or decrease your score with said civilization. Of course, over time, the score will gradually migrate back to 0 unless or until other actions are affected.
For example, lets look at Rome, Egypt and Greece with this system. Rome meets Greece and begins establishing friendly relations with them by giving Greece some gold that is needed. This bumps up Romes score with Greece to say +5 and Greece gains +10 in Relationship Score (RS) toward Rome. Next, Rome finds a lone Egyptian worker and decides that they need an extra hand around their home and captures the worker. Rome's RS with Egypt either remains 0 or drops, say, 5 points whereas Egypts RS with Rome immediately drops below 0. Egypt declares war on Rome, decreasing both of their RS's toward each other even more. Meanwhile, Greece, who had a high RS with Egypt, loses RS points with Rome through the action. Rome counters by pumping up the score with Greece, trying to prevent the score from becoming less favorable, possibly even spreading words against Egypt to lower the score between Greece and Egypt, resulting in either Greece joining the war against Egypt or becoming impartial, eventually siding with the victor.
In the end, different actions would have different values that would influence each nations RS. Some of those values may have variable factors such as leader traits, as well. I think this would help to prevent the sudden turns of supposed friends and help smooth out trading. Maybe, the friendlier you are with a particular nation, the better deals you would get for a trade.
Anyway, I figure it would be to late for them to include this system into Civ IV now, but I hope that they at least have something similar in place (or were way ahead of me on the thought). Hopefully, they will release more details on the diplomacy system (and many other facets of the game) soon. In any case, just some thoughts!!! What do you all think?