Diplomacy can never be used directly by an AI against a human player, because a human player has to be left free to make whatever decisions they like about war and peace; they can backstab their ally if they want to.
[It can be used indirectly; the AI can target the other AI's that are your trade partners and force them to stop trading with you for example.]
So, your available design choices are either:
a) Accept that diplomacy is something that the human player can use strategically while the AI can't OR
b) Remove diplomacy as a strategic tool from the game available to any player.
It sounds like you prefer b). I prefer a).
I think doing Machiavellian diplomacy is a fun part of the game.
[Hmm, I'll bribe faction A to war against faction B, so that way they won't unite and turn on me. Or I'll be nice to C, who is on the other side of D, so that we can attack D from both sides.
Yes, an AI won't be able to do this well, because an AI has to behave somewhat predictlably for a diplomacy system to work; the diplomacy engine becomes meaningless if A will attack B despite the fact that they're really good friends, or if A will refuse to attack C even though C is weak and a hated enemy of A.
But I'd rather that the human player only can do this kind of scheming than making it so no-one can.
IRL, you are able to tell what actions you take make other countries like you, and what actions you take make them not like you. IRL, you get a ton of information about the diplomatic impacts of your policies.Great. diplomacy doesn;t come with a manual IRL, this is a good thing.
No, I prefer option c) Make diplomacy a level playing field for all players, both human and AI.
To evaluate the relative importance of the various actions you take that change relations, and so that you have an in-game representation of what the actual modifiers are - and thus can clearly make the player understand the implications of their actions.Why do you need the "+1"?
How hard it is to understand that a -3 penalty from razing their city is bigger than a +1 bonus from giving them some gold in tribute once?numbers are superfluous and confusing - especially to novice players who won't know what they mean anyway. By the time they figure out the numbers, they will have figured out the AI personalities.
The player needs to know what actions they can take that will improve relations or not, and whether the actions they take will be big enough to outweigh any other modifiers making them hate you.All the player needs to know is: "Do they like/dislike me?" and, "How much does that matter to them?" If you know they don't like you, you know that anything you do to p!*s them will make them more likely to respond.
How do you do that? Its impossible, because diplomacy can't work against the human player, because the human player can't be forced to act in a predictable manner. There is no option c).
Saying "I pick c" doesn't make such an option exist.
How would you do it?
when we take an action, our Foreign Affairs Advisor (FAA) lists all the effects a decision will have. For example, if we hover over 'declare war on Germany', a popup from our FAA can say something like:
- Greece will be unhappy with us for declaring on their friend
- China will be furious with us for declaring on their ally
- America will be indiferrent with us over this action
I'm ok with no + or - IF when we take an action, our Foreign Affairs Advisor (FAA) lists all the effects a decision will have. For example, if we hover over 'declare war on Germany', a popup from our FAA can say something like:
- Greece will be unhappy with us for declaring on their friend
- China will be furious with us for declaring on their ally
- America will be indiferrent with us over this action
etc.
The mechanics as we know it could be that Greece is at 0 with us right now, but would move to -2, China would move from -1 to -3 and America would move from +2 to +1, etc. but instead of showing us the numbers, we just get a recap of the consequences.
But I agree in principle, that diplomacy for the human player is alot more fun when we understand clearly the consequences of our actions. If all of the above were to happen when we declare war on Germany but we don't really know about it, sure our actions changed things in the game but we don't really know about it! Three turns later when I go to arrange a treaty with my 'neutral' Greek neighbors and discover that they are now unhappy, I won't remember which of the 5 actions I took over the last 3 turns caused them to get pissed. Thats not progress, thats a definite step back to C2 and C3.
How do you do that? Its impossible, because diplomacy can't work against the human player, because the human player can't be forced to act in a predictable manner. There is no option c).
Saying "I pick c" doesn't make such an option exist.
How would you do it?
All of the deals you make and break among friends are totally abstract and not bounded (nor even mentioned) by the rules of the game at all.
Impaler[WrG];9126416 said:Actually the rules of Monopoly explicitly define what kind of deals can and can not be made between players, for example players may not loan each other money or excuse each other from paying rent.
Totally wrong. Diplomacy does not require forcing anyone to do anything.
Sure, you could, but why would you want to? The human player should be able to judge whether or not its worth helping A against B partly by judging whether getting involved in a war they didn't particularly want is worth the diplomatic bonus with A.AI player A asks the human to help him in a war against AI player B. The human has the option of accepting or rejecting the proposal. What he chooses to do affects his standings with the other AI players. This information can be recorded without explicitly telling the player what +/- modifiers apply to the AI.
No, AI players are*not* trying to win, in precisely this way.Keep in mind that the AI players are always trying to win. Therefore, they may forgive many transgressions against them if that furthers their chances of winning. They should also not be dissuaded from attacking whomever poses them the biggest threat, as failure to stop this threat means imminent defeat.
Yes it does. If I have very good diplomatic relationships with an AI player it forces them to not attack me (with very rare exceptions of extreme aggressive/backstabber AI parameter values). Whereas I can attack the AI whenever I like, no matter how good our diplomatic relations are.
If an AI player really hates me, it can't trade with me, no matter how much it needs a resource that I have, or wants to enter a permanent alliance or defensive pact. But I can always trade with anyone who wants to trade with me.
Every AI player's decisions on trade and wars are determined by how much they like each other leader. But the human player has no such value; how much a human likes the others or not is solely up to the player, it is not a value in the diplomatic engine.
These restrictions are necessary in order to make diplomatic values actually meaningful (what does good relations mean, except for determining trade and attack preferences?) and thus for the diplomatic system actually work.
This is the fundamental difference in diplomacy between humans and AIs, and why it is impossible to build a completely "fair" and equal diplomacy system while still having diplomacy values (likes and dislikes) that have any meaning.
No, AI players are*not* trying to win, in precisely this way.
If an AI player can attack any player they like, based solely on some threat index, then guess what, you've just destroyed the diplomatic system, because how much the AI likes or dislikes a player no longer affects their decisions about going to war.
The only way to make diplomatic relations meaningful is when they bind the AI players *away* from acting in what would be purely their strategic interest.
If the AI is as likely to attack you when they are friendly as when they hate you, then friendly and hate no longer have any meaning.
So, either diplomat relations/attitudes affect the AI by influencing what decisions they make, OR diplomatic relations/attitudes have no impact. Pick a) or b).
"Like" or "dislike" are not sound strategic parameters. The terms you should really be looking for are "trust" and "distrust". These are much easier for an AI to deal with and will lead to much better decision-making. Betray one AI's trust and you should find everyone else reluctant to trust you.
The AI should spend a good deal of effort testing the player to establish trust. A small example:
The player has moved some of his troops to an ally's border. The AI asks the player what his intentions are.
There can be many opportunities for the AI to quiz you about your true intentions, in addition to offering/demanding deals. None of this requires that the AI adhere to any kind of rigid code. Perhaps the different Civ leaders may have their own parameters for trustworthiness, allowing the player to perform some tests of his own.
- Answer honestly (that you're planning to invade) and war is immediately declared but your honour and trustworthiness are preserved.
or- Lie to the AI (just passing through) and then perform a sneak attack and you gain the reputation for being a dishonourable backstabber.
Even then, this seems like just another way to handle 'relations', and would end up boiling down to a number anyway, which then means that it comes down to constant trial and error to derive, or something like the BUG mod to do that for you.