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Dynamic Diplomacy 1.5

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Dec 28, 2016
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ChocolateShake submitted a new resource:

Dynamic Diplomacy - Aims to make diplomacy more interesting and rewarding

Introduction
The goal of this mod is to make diplomacy more rewarding and dynamic. Based on discussions I've read and my own viewpoint, I think the primary factor in diplomacy should be the actions you've taken, and that agendas need to be a secondary factor. Diplomacy also needs to be more rewarding.


Main Changes
In order to reach the mod's goal, several...

Read more about this resource...
 
Thanks! I've tried experimenting several times to hopefully get the right balance. At the moment I think AI's might be too quick to declare friendship in response to gold gifts, but the main problem is that there aren't many diplomatic options besides gift-giving that give the player control over the relationship.

It's actually compatible with AI+, I think the only conflicts will be with mods that change modifiers and agendas.

Thanks for your interest! Looking forward to hopefully receiving your feedback :)
 
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Thanks! I've tried experimenting several times to hopefully get the right balance. At the moment I think AI's might be too quick to declare friendship in response to gold gifts, but the main problem is that there aren't many diplomatic options besides gift-giving that give the player control over the relationship.

It's actually compatible with AI+, I think the only conflicts will be with mods that change modifiers and agendas.

Thanks for your interest! Looking forward to hopefully receiving your feedback :)

Awesome, that's even better if it's compatible with AI+. I was going to comment on gifting potentially being exploitable, but decided to refrain from that until I play through a game with the mod. Glad to hear it's something on your mind already.

I'll definitely give you feedback on this; I'm playing on deity so it will be interesting to see what kind of impact the changes have.
 
Since it's so much easier to influence civs positively, I would suggest that the modifier for gifts be reduced.

I agree, I did try to tone down the effectiveness of gifts, I'm hoping it seems well-balanced. I'm looking forward to any feedback or suggestions you have.

The problem with diplomacy in Civ 6 at the moment is that I believe there's a hidden system that controls the AI's mood and stance. Some modifiers seem to have very little effect, while others have a strong effect, regardless of the values in the diplomacy screen. Sometimes it also seems like you can cause some modifiers to suddenly take effect by triggering others.

I'm pretty sure these changes are being caused by a mood system and some sort of hidden attitude meter. In one of my most recent tests, I saw AI's turn unfriendly even though all they had were positive modifiers. I've also seen AI's that were friendly suddenly go neutral or unfriendly, and then quickly bounce back to friendly and then even request a declaration of friendship. I unfortunately haven't been able to track down the cause of that kind of behavior yet.

I'm guessing Firaxis did that to make diplomacy unpredictable, so that friendly civs can suddenly declare war and that the AIs keep the player on their toes. I hope they reveal more of it once the SDK is eventually released. In the meantime, I'm hoping to try through feedback and suggestions to get diplomacy to be more fun. I'm sure others are also trying, hopefully we can pool our resources together :)
 
ChocolateShake updated Dynamic Diplomacy with a new update entry:

Unfriendly fix

I had previously kept the unfriendly stance parameters unchanged from the defaults as I thought they would work well. I've decided to change that since it seems like they're changing to unfriendly for no logical reason. This fix should make it so that the AI only becomes unfriendly when it's relationship metrics are indeed negative (the default had it set so that they were allowed to become unfriendly even if the metrics were positive).

Read the rest of this update entry...
 
I've been testing halving the effects of gifts, so far it seems to be like a good change, I might add it into the next version. I just have a couple of concerns. One is that it's one of the few methods available to have a directly controllable positive effect on a relationship (the others being trading and open borders). The other concern is that I still feel there isn't enough incentive to want to improve relations at present, especially at high levels, where it seems like the player won't be able to utilize research agreements much due to the nature of the AI leaping ahead in the early-game.

I'm going to see what else can be done to make it more rewarding to have positive relationships. I had previously considered limiting joint wars to friends or declared friends only, maybe that would be good?

I'm also considering moving up the protectorate war casus belli, so that it's available much sooner. Maybe one of the rewards could be that if you're an ally of a city state suzerain, you could get some of their benefits?
 
I have installed this mod and enabled it in the additional content. when i go to start a new game with it, it goes to loading and then it says start game and crashes out to main menu
 
I have installed this mod and enabled it in the additional content. when i go to start a new game with it, it goes to loading and then it says start game and crashes out to main menu

Sorry to hear about that, it seems like I might have placed some references to Jadwiga's agenda in the exclusive agendas file and it must be causing it to crash if the Poland DLC isn't active. I'll post an updated version later today that will allow you to use the mod without the Poland DLC active. It'll also have what I think could be a fun new feature: customized leader friendship and alliance benefits! I hope you'll like it.

Thanks for your interest! :)
 
Sorry to hear about that, it seems like I might have placed some references to Jadwiga's agenda in the exclusive agendas file and it must be causing it to crash if the Poland DLC isn't active. I'll post an updated version later today that will allow you to use the mod without the Poland DLC active. It'll also have what I think could be a fun new feature: customized leader friendship and alliance benefits! I hope you'll like it.

Thanks for your interest! :)

Do you mean something like City States unique Suzerain bonuses, unique for each leader? That would be awesome!
 
It depends if you want to go the "lesser version of the leader UA" and/or "civ UA" or something different but still tied to the leader/civ.

I was thinking of things related to the leader/civ, hopefully things that are relatively unique. For now I'll enable it just for friendship, I'll be looking to make alliances more difficult, with better rewards later. If we come up with enough cool stuff for friendship then I'll just move them to the alliances once that's up :)

if you need ideas for custom friendship benefits, Quo's Combined Tweaks has that feature and it should be a good mod to look into for inspiration

That's really cool! I looked into it, I like the ideas he has. I think he should include that update in the main overview. There are a lot of cool mods, can't wait to see what happens once the SDK comes out :) I'll give Quo's combined tweaks a try soon!
 
Sadly I haven't been able to test the friendship benefits today, so I've had to push that update to tomorrow. I was able to fix the compatibility issue though. I also nerfed the value of gifts, they can still be effective through repeated gift-giving at good intervals.

Looking forward to your feedback! Here's a draft list of some of the currently planned friendship benefits, though suggestions are always welcome:

Note: I'm still not sure whether units can be "enabled" to be trained based on friendships, in case that's not available, I might be tweaking it so that some districts or buildings provide free units instead. I'm also hoping to be able to have things like being able to construct roman baths if allied with Trajan, though right now it seems that's not supported.

Cleopatra

Friends - granaries provide +1 food
Allies - granaries provide +1 food/housing

Trajan
Friends - aqueducts provide +1 housing
Allies - can train mercenary legions (weak versions of the legion) or encampments provide a free legion unit upon construction. Aqueducts provide +1 culture

Gilgamesh
Friends - palace provides +2 science/culture
Allies - campus districts provide +2 science

Gandhi
Friends - palace provides +4 faith/+4 food
Allies - holy sites provide +2 housing

Hojo
Friends - encampments provide +2 faith
Allies - can train ronin (weaker versions of samurai) or encampments provide a free samurai unit upon construction. Encampments provide +1 culture

Harald
Friends - harbors provide +2 gold
Allies - can train varangian guard units or harbors provide a free samurai unit upon construction. Harbors provide +1 gold

Qin
Friends - walls provide +2 culture
Allies - libraries provide +1 gold

Teddy
Friends - campus districts provide +1 gold and science
Allies - commercial hubs provide +1 science
 
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