Trackmaster
Warlord
- Joined
- Jul 14, 2014
- Messages
- 258
I've played against the AI a lot now, but have never played online. This is mainly because my internet connection is pretty poor, and I don't want to subject other people to my lag. I've still done a lot of thinking about what it would be like (especially because most games out now are so centered around the online aspect). I realize that logistically many things would have to be different, but I'm particularly interested in how diplomacy works. I say this because the way that you treat people and vocalize your feelings is a lot different from when you're playing a finite game to go for a specific victory condition than what the AI leaders would do, because presumably its their actual life, and they're bringing the emotions into it that a real person would have when they're not just playing a game.
Are the diplomatic scores still in tact? Do people really care about them? Are there checks and balances in place to make sure that people follow them and don't just DOW on their friends, or turn on a blind eye on their enemies? Are there still incentives to do nice things for competitors in exchange for influence (like giving them archaeological sites, forgiving spies, etc.)?
I was thinking that a good way to deal with this problem is to have "sworn enemies." Where you are randomly assigned 1 or 2 Civilizations that your people arbitrarily hates, and nobody is told who has who. You are given happiness for your people when you denounce them, DOW on them, or take one of their cities, or them being eliminated from the game. Similarly, you take a happiness hit if you DOF with them, trade with them, or sign a peace treaty that results in you getting less out of it. This way, it forces people choose which side they want to be on, and make compromises on who they ally with. Who your "sworn enemy" is would be random and irrational, so somebody might like you, but you must hate them, and vice versa. And you can always choose to ignore the happiness hit if it's the only way to get into an alliance group that works for you. Thoughts?
Are the diplomatic scores still in tact? Do people really care about them? Are there checks and balances in place to make sure that people follow them and don't just DOW on their friends, or turn on a blind eye on their enemies? Are there still incentives to do nice things for competitors in exchange for influence (like giving them archaeological sites, forgiving spies, etc.)?
I was thinking that a good way to deal with this problem is to have "sworn enemies." Where you are randomly assigned 1 or 2 Civilizations that your people arbitrarily hates, and nobody is told who has who. You are given happiness for your people when you denounce them, DOW on them, or take one of their cities, or them being eliminated from the game. Similarly, you take a happiness hit if you DOF with them, trade with them, or sign a peace treaty that results in you getting less out of it. This way, it forces people choose which side they want to be on, and make compromises on who they ally with. Who your "sworn enemy" is would be random and irrational, so somebody might like you, but you must hate them, and vice versa. And you can always choose to ignore the happiness hit if it's the only way to get into an alliance group that works for you. Thoughts?